|
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. |
On December 02 2011 15:20 mizU wrote:Show nested quote +On December 02 2011 15:11 AirbladeOrange wrote: I ran into sky Terran for the first time today and it really caught me off guard. He had a bunch of banshees with cloak, vikings, ravens, and later battlecruisers. I figure next time I should just get my composition to several observers and as many phoenixes as possible. Is this the right move?
Also mutas have been destroying me. I have read what people say as advice against them but I still can never even seem to secure a 3rd no matter what map I'm on. Or if I do on one like Tal Darim I just get harassed to death anyway. I have read get blink stalkers ASAP, templar with storm, and observers to spot the mutas before they hit. Even with cannons helping, the muta count gets high so fast that stalkers really seem to suck and the mutas just dance around storms. By the time I go to attack after being frustrated by not being able to expand the zerg just masses roaches on 8674254 bases and I die.
Please let me know if at least my ideas are correct or not. Thanks for any help. Sky Terran you really need templar. Feedbacks decimate most of the units, and storm takes care of the rest of the DPS. Having a core of well-upgraded blink stalkers, and you'll be fine. You might need a few phoenixes until your stalkers get into comfortable numbers. if you can storm the mutas twice when they come in, I guarantee that they won't be able to do much after that. How many cannons are you putting in your mineral line? If your core army is stalkers, won't that be a problem against PDD?
|
On December 03 2011 01:25 eugalp wrote:Show nested quote +On December 02 2011 15:20 mizU wrote:On December 02 2011 15:11 AirbladeOrange wrote: I ran into sky Terran for the first time today and it really caught me off guard. He had a bunch of banshees with cloak, vikings, ravens, and later battlecruisers. I figure next time I should just get my composition to several observers and as many phoenixes as possible. Is this the right move?
Also mutas have been destroying me. I have read what people say as advice against them but I still can never even seem to secure a 3rd no matter what map I'm on. Or if I do on one like Tal Darim I just get harassed to death anyway. I have read get blink stalkers ASAP, templar with storm, and observers to spot the mutas before they hit. Even with cannons helping, the muta count gets high so fast that stalkers really seem to suck and the mutas just dance around storms. By the time I go to attack after being frustrated by not being able to expand the zerg just masses roaches on 8674254 bases and I die.
Please let me know if at least my ideas are correct or not. Thanks for any help. Sky Terran you really need templar. Feedbacks decimate most of the units, and storm takes care of the rest of the DPS. Having a core of well-upgraded blink stalkers, and you'll be fine. You might need a few phoenixes until your stalkers get into comfortable numbers. if you can storm the mutas twice when they come in, I guarantee that they won't be able to do much after that. How many cannons are you putting in your mineral line? If your core army is stalkers, won't that be a problem against PDD?
Thats one of the reasons why you need Templar.
|
Help me here's the story: I was randomly watching PvX VODs, saw a lot of 1gate FE, but not the kind I do. I tried to look for the kind I do, but couldn't find it. I thought MC does it, but I can't find a replay of him doing it, can someone confirm it's an actual opener? I Masters league:
1Gate FE oGs.MC style vs Terran: 9py 10 cbx2 and mineral stack 13gate 14/15 assim 15 pylon 17 Core 18 assim 20 pylon 100% core = stalker and WG queue probes until 24 probes total are scheduled, use cb on probes or stalker or wg, depends on scout 100%stalker make sentry1 100%sentry make sentry2 Nexus on 30
|
On December 03 2011 01:53 Xanatoss wrote:Show nested quote +On December 03 2011 01:25 eugalp wrote:On December 02 2011 15:20 mizU wrote:On December 02 2011 15:11 AirbladeOrange wrote: I ran into sky Terran for the first time today and it really caught me off guard. He had a bunch of banshees with cloak, vikings, ravens, and later battlecruisers. I figure next time I should just get my composition to several observers and as many phoenixes as possible. Is this the right move?
Also mutas have been destroying me. I have read what people say as advice against them but I still can never even seem to secure a 3rd no matter what map I'm on. Or if I do on one like Tal Darim I just get harassed to death anyway. I have read get blink stalkers ASAP, templar with storm, and observers to spot the mutas before they hit. Even with cannons helping, the muta count gets high so fast that stalkers really seem to suck and the mutas just dance around storms. By the time I go to attack after being frustrated by not being able to expand the zerg just masses roaches on 8674254 bases and I die.
Please let me know if at least my ideas are correct or not. Thanks for any help. Sky Terran you really need templar. Feedbacks decimate most of the units, and storm takes care of the rest of the DPS. Having a core of well-upgraded blink stalkers, and you'll be fine. You might need a few phoenixes until your stalkers get into comfortable numbers. if you can storm the mutas twice when they come in, I guarantee that they won't be able to do much after that. How many cannons are you putting in your mineral line? If your core army is stalkers, won't that be a problem against PDD? Thats one of the reasons why you need Templar.
You also need backups for templars ^^
|
On December 03 2011 04:40 tehemperorer wrote: Help me here's the story: I was randomly watching PvX VODs, saw a lot of 1gate FE, but not the kind I do. I tried to look for the kind I do, but couldn't find it. I thought MC does it, but I can't find a replay of him doing it, can someone confirm it's an actual opener? I Masters league:
1Gate FE oGs.MC style vs Terran: 9py 10 cbx2 and mineral stack 13gate 14/15 assim 15 pylon 17 Core 18 assim 20 pylon 100% core = stalker and WG queue probes until 24 probes total are scheduled, use cb on probes or stalker or wg, depends on scout 100%stalker make sentry1 100%sentry make sentry2 Nexus on 30
I don't know what you mean by "Actual Opener", anything can be a opener it just some are more efficient than others. From what I can see the your 1gate FE is very defensive, as in if you move out with those units there is a good chance they'll die and do no dmg. Would be more useful if they sat in a spot and defended. Overall the opener is fine, just that I think there are more efficient openers but that's a matter of opinion.
|
its a 2gas variation to the creatorprime opening which most korean builds are variations of nowadays
i like the original more
|
On December 03 2011 05:08 WaZ wrote: its a 2gas variation to the creatorprime opening which most korean builds are variations of nowadays
i like the original more
Yeah it's nice, but seriously though. How do you hold off the concussive shell rush with a marines and 2 marauders? Even more so if they bring a few SCVs.
|
Anyone know good training maps for Forcefields?
|
Anyone know good training maps for Forcefields? Draglein's micro trainer is really good. It has a lot of different scenarios for all the races. You just have to type for Draglein in the search bar.
|
[QUOTE]On December 02 2011 13:49 MooSlapper wrote:
+ Show Spoiler +Heya, Ok--- So TvP, in higher leagues, almost no Terran goes bio/siege because it simply is terrible against a good Protoss player. Everything Protoss has, especially mid/late game, shreds tanks, and tanks are extremely immobile so you can take advatnage of that. In earlier leagues, tanks are good, because lower leagues don't know how to handle them properly and often suicide into them. Also, the 1/1/1 all-in hits a Protoss army early so is very hard to defeat. So-- #1-- Do NOT attack a heavy turtling Terran w/ 3+ tanks until you have a large economic & military advantage. Instead, continue to expand and put scouts on the watch towers to know exactly when they are moving out & what they are doing. Observers too. If thye are not moving out, feel free to expand freely; watching in case they try to switch tech, etc. As you expand, tech chargelots, blink, collosi w/ thermal lance. Also, get lots of gateways in your expos so if you end up losing a lot of troops, you can easily build more quickly with your high economy and numbers of warpgates. While you expand, do not let them expand-- watch their nearby bases (it's ok if they have their natural)--- don't let them get a 3rd, and get your 4th and 5th while maxing out your army. Feel free to harass with warp prism drops in their mineral lines too and/or blink stalker harss if observer finds a hole in the defense. Eventually, they will run out of money and be forced to make a move. When they do, have obserers watching them move to your base and simply attack them when they are unsieged. A few thermal lnace collosi w/ zealot/stalker support should annihilate their tanks. Chargelots are amazing too, and if they turtle forever the best imo is dark templars. Get 7 dark templars and simply flank their tanks while you engage their army from the front. Even without DT, I always have 5-7 chargelots hiding in the flank to hit their tanks. Do NOT leave your army in your base, or they can contain you with tanks & it could be hard to escape. You need room to move, and disengage if they have the advantage (fully sieges before you hit). Don't be afraid to disengage. They will unsiege and you can catch thems lipping again. If you mess up on micro and die osmehow, rebuild your army w/ lots of chargelots and hit again. They will have no resources left from not being able to expand and die. Some advanced tactics including using warp prism to drop chargelots/immortal on their tank lines while their MM is in the forward position. Also, you can scout a turtling Terran with an observer and often find holes in thier defense (siege tanks all in one area)--- warp prism or blink stalker harass They'll have to unsiege to resiege. Often you can even warp in zealots to kill thier tanks right in their base. If they have tanks in range of their mineral line, the splash will kill all their SCVS so warp zealots into their mineral line. So take FULL MAP CONTROL and know their eveyr move, expand, and prevent them from expanding. get dual upgrades too. Tech to collosi, high templar, even Dark Templar if you have time. The longer they wait, the more ugprades & money & bases you have while they are stuck on two with an immobile army that sucks goat when out of siege mode. Oh, and storming a group of clumped up tanks works surprisngly well. Probe Scout: Try to have your probe escape before the marine comes out. It's not worth your APM. The key to good PvT is a follow-up scout with a stalker. Move him up the ramp and you'll see his army composition and if your lucky some tech buildings. Retreat before shields are depleted. This is how you will scout until hallucinatino/observer is out. Spine/Spores: If Z built a ton of these, you almost don't have to harass because they used so much drones/mineral to do so. However, a favorite of mine is to blink stlaker into his main bypassing his expensive spine wall. You'll rarely find more than 1 spine in the main. To be real fancy, use a warp prism with sentries for high ground vision and block his ramp while you warp prism harass. See this video: Mutalisks: This is a very difficult thing for all players to deal wtih. Take advantage of the fact Mutalisks are not that strong in a fight so you can have a spread out army and still win. Build a couple cannons at mineral lines + quickly tech to blink stalkers. Leave 3-4 in each base and try to expand with the rest. Numerous cannons at expo and block the entrance with gateways w/ cannons behind them to protect from lings. Get Weapons & Armor--- this is the only PvZ I dual forge. Muts have bouncing attack and armor helps a lot, but you need wepaons os u can take them down. The ultimate best way to kill Mutas is Storm. Hide a storm in your mineral lines and a few good storms and Muts will be so low you'lll run right through them. Max out your army with stalkers, sentries, and HT's w/ some upgrades. For lings, FF + storm. For Muts, Guardian shield + blink stalkers & storms. If you already weakened them with a hidden HT from mineral line they'll drop like flies. Until your ready to attack, don't leave any area of your kingdom without blink stalkers nearby and don't overdo the cannons because high numnbers of muts can chew through them i seconds. Just a few at first to delay them while your stalkers are in position. GL! On December 01 2011 13:11 Rasera wrote:
As usual, awesome help Mooslapper. Thanks a bunch for the help and advice. It's exam time at the moment, so I won't get to try this soon, but thank you very much. Best of luck with your endeavors =D
|
Hello 700 master protoss here. In TvP i open 14 gate 16 nexus but im sick of always getting killed by scv marine all ins , 3 rax stim pushes , blue flame hellion expands etc due to lack of reliable scouting.Plz suggest a safe build that doesnt leave you TOO behind the terran in economy. Thanks.
|
On December 03 2011 07:56 DgSensei wrote: Hello 700 master protoss here. In TvP i open 14 gate 16 nexus but im sick of always getting killed by scv marine all ins , 3 rax stim pushes , blue flame hellion expands etc due to lack of reliable scouting.Plz suggest a safe build that doesnt leave you TOO behind the terran in economy. Thanks. Weird, look at my post a few blocks up. That's why I do that build and it's actually not behind at all, there is no probe cut until you place Nexus, and if a marine/scv all in comes you don't place nexus you place gates.
I'll post it here again: 9 pylon 13gate 15gas 16pylon 17core 18gas#2 20pylon Stalker at 100%Core, sentry, sentry while making only probes Your chronoboost usage depends on your scout... if you want more macro CB the nexus twice until you have 24 probes, if you need units out faster cb the gateway and/or wg tech.
|
On December 03 2011 08:21 tehemperorer wrote:Show nested quote +On December 03 2011 07:56 DgSensei wrote: Hello 700 master protoss here. In TvP i open 14 gate 16 nexus but im sick of always getting killed by scv marine all ins , 3 rax stim pushes , blue flame hellion expands etc due to lack of reliable scouting.Plz suggest a safe build that doesnt leave you TOO behind the terran in economy. Thanks. Weird, look at my post a few blocks up. That's why I do that build and it's actually not behind at all, there is no probe cut until you place Nexus, and if a marine/scv all in comes you don't place nexus you place gates. I'll post it here again: 9 pylon 13gate 15gas 16pylon 17core 18gas#2 20pylon Stalker at 100%Core, sentry, sentry while making only probes Your chronoboost usage depends on your scout... if you want more macro CB the nexus twice until you have 24 probes, if you need units out faster cb the gateway and/or wg tech.
I don't think it's necessary to have a strict build order as long as you know what you want to do. I do 1 gate expand in almost all of my PvTs and I adjust based on my scouting. I want to put my nexus down as soon as I think it's safe. So if I scout one rax and no gas I usually feel safe and skip the zealot (if I scout in time) and just get a stalker. Sometimes you can put down the nexus before building any units. If I'm worried about a 2 rax I like to put down 2 gates before I expand. These are just a couple examples about being flexible in my opening.
|
On December 03 2011 07:56 DgSensei wrote: Hello 700 master protoss here. In TvP i open 14 gate 16 nexus but im sick of always getting killed by scv marine all ins , 3 rax stim pushes , blue flame hellion expands etc due to lack of reliable scouting.Plz suggest a safe build that doesnt leave you TOO behind the terran in economy. Thanks.
Check out kcdc's new 1 Gate FE and get a Robo as 3rd Unit-Structure for an Obs. The Opening blindcounters 2 Rax Agression, gives you a fast Expo with just a couple seconds of Probecuting and gives a reasonable fast Observer..
|
On December 03 2011 08:35 Xanatoss wrote:Show nested quote +On December 03 2011 07:56 DgSensei wrote: Hello 700 master protoss here. In TvP i open 14 gate 16 nexus but im sick of always getting killed by scv marine all ins , 3 rax stim pushes , blue flame hellion expands etc due to lack of reliable scouting.Plz suggest a safe build that doesnt leave you TOO behind the terran in economy. Thanks. Check out kcdc's new 1 Gate FE and get a Robo as 3rd Unit-Structure for an Obs. The Opening blindcounters 2 Rax Agression, gives you a fast Expo with just a couple seconds of Probecuting and gives a reasonable fast Observer..
My problem is not 2 rax agression.My problem is the lack of information due to your late obs.You cant scout the terran until your very late obs comes out with a 1 gate fe.And by the time your obs comes out a 3 rax stim push or 9 minute push with ghosts could be coming your way.Either of those usually is auto loss unless the terran is retarded or you put up PERFECT forcefields. With 1gate fe if the terran doesnt 3 rax stim rush you are ahead or at least even (if he fast expanded) but if he does you are dead.And theres A LOT of terrans that do 3 rax when they see a 1gate fe, at least in europe.
|
Italy12246 Posts
On December 03 2011 08:45 DgSensei wrote:Show nested quote +On December 03 2011 08:35 Xanatoss wrote:On December 03 2011 07:56 DgSensei wrote: Hello 700 master protoss here. In TvP i open 14 gate 16 nexus but im sick of always getting killed by scv marine all ins , 3 rax stim pushes , blue flame hellion expands etc due to lack of reliable scouting.Plz suggest a safe build that doesnt leave you TOO behind the terran in economy. Thanks. Check out kcdc's new 1 Gate FE and get a Robo as 3rd Unit-Structure for an Obs. The Opening blindcounters 2 Rax Agression, gives you a fast Expo with just a couple seconds of Probecuting and gives a reasonable fast Observer.. My problem is not 2 rax agression.My problem is the lack of information due to your late obs.You cant scout the terran until your very late obs comes out with a 1 gate fe.And by the time your obs comes out a 3 rax stim push or 9 minute push with ghosts could be coming your way.Either of those usually is auto loss unless the terran is retarded or you put up PERFECT forcefields. With 1gate fe if the terran doesnt 3 rax stim rush you are ahead or at least even (if he fast expanded) but if he does you are dead. And theres A LOT of terrans that do 3 rax when they see a 1gate fe, at least in europe.
Not really. You should know if he's opening bio rather than tech by seeing a gas and marauders/tech labs (duh); if he doesn't try to hit a standard 1rax concussive or 2rax reactor timing and/or you manage to scout him not expanding, then it's 3rax. If you have 3gates and a robo pumping immortals (which you should if you know he opened bio, sometimes i even go immortal before observer just in case), your army will be strong enough to hold. 3rax hits waaay too late (and not that hard if your ff's don't suck) to punish a 1gate fe, and 1base ghost is just a ridicolous build as he won't have any other units together with his ghosts. Just spread your sentries and you will be ok.
The only really scary build when going 1gate fe, especially in close-ish positions, is 2rax-reactor first, as he can hit you before your warpgate, or before a couple rounds of wg units which can make things pretty nasty. Other than that, if you don't hold off terran aggression it's an execution or build problem, not terran just scouting you and punishing you or whatever.
|
Well usually the 3 rax hits after he already pressures you with 2 rax reactor first.So its really hard to hold unless you took NO damage from the 2 rax. I also dont understand how an immortal will help against a terran who stutter steps.It will only help if you do very good forcefields and if you do you will win anyway ^^
|
On December 03 2011 09:15 DgSensei wrote: Well usually the 3 rax hits after he already pressures you with 2 rax reactor first.So its really hard to hold unless you took NO damage from the 2 rax. I also dont understand how an immortal will help against a terran who stutter steps.It will only help if you do very good forcefields and if you do you will win anyway ^^
Uhh... Immortal range is that of a marauder... and one more than a marine. If terran gets a shot off, the immortal gets a shot off. Don't even need awesome FFs. Early immortals just wreck face.
|
I'm pretty terrible at pvz right now, does anyone know of a pro that is particularly good at the matchup? I want to study some replays.
|
On December 03 2011 11:52 cody4375 wrote: I'm pretty terrible at pvz right now, does anyone know of a pro that is particularly good at the matchup? I want to study some replays.
To be honest I would say Hero has some of the best PvZ out there right now. Other than him I don't know any PvZ specialists specifically. Possibly someone like Sage or those NSHS Protoss. They generally have sick good PvZ. Naniwa also destroyed Nestea in TWO series in MLG Providence, you should consider watching those games.
|
|
|
|