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The Protoss Help Me Thread - Page 127

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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.
K3Nyy
Profile Joined February 2010
United States1961 Posts
December 03 2011 03:20 GMT
#2521
How exactly does a Protoss that FFE come out ahead vs a Zerg that 7pools?

Even if you put a cannon at your mineral line, the Zerg just drones and comes out at least even in the midgame.
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
December 03 2011 03:30 GMT
#2522
You proceed to get 3-4 gates and expand, your economy will be slightly better or even with the zerg.
K3Nyy
Profile Joined February 2010
United States1961 Posts
December 03 2011 03:40 GMT
#2523
On December 03 2011 12:30 Amornthep wrote:
You proceed to get 3-4 gates and expand, your economy will be slightly better or even with the zerg.


Zerg 7pools and I'm even or only slightly ahead? That doesn't seem fair.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
December 03 2011 05:05 GMT
#2524
On December 03 2011 12:20 K3Nyy wrote:
How exactly does a Protoss that FFE come out ahead vs a Zerg that 7pools?

Even if you put a cannon at your mineral line, the Zerg just drones and comes out at least even in the midgame.


Recently a lot of the professional players have not been sacrificing their forge vs a 7 pool. They start two cannons next to their forge and block the ramp with probes. I suppose it depends on your forge timing. With a 12 forge on close-air shattered temple you should only have to block for around 15 seconds, for example. I am not great at it myself, but then my micro is poor

The timings for a 6 pool are a bit tougher. A 6 pool can leave you needing to block for up to 35 seconds on some maps (after a 12 forge), which probably isnt viable.
K3Nyy
Profile Joined February 2010
United States1961 Posts
December 03 2011 05:58 GMT
#2525
On December 03 2011 14:05 hzflank wrote:
Show nested quote +
On December 03 2011 12:20 K3Nyy wrote:
How exactly does a Protoss that FFE come out ahead vs a Zerg that 7pools?

Even if you put a cannon at your mineral line, the Zerg just drones and comes out at least even in the midgame.


Recently a lot of the professional players have not been sacrificing their forge vs a 7 pool. They start two cannons next to their forge and block the ramp with probes. I suppose it depends on your forge timing. With a 12 forge on close-air shattered temple you should only have to block for around 15 seconds, for example. I am not great at it myself, but then my micro is poor

The timings for a 6 pool are a bit tougher. A 6 pool can leave you needing to block for up to 35 seconds on some maps (after a 12 forge), which probably isnt viable.


Hm interesting. Thanks for the help.
Pawsom
Profile Blog Joined February 2009
United States928 Posts
December 03 2011 09:02 GMT
#2526
Have any world class protosses released a replay pack?
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-12-03 11:09:44
December 03 2011 11:08 GMT
#2527
On December 03 2011 12:00 xlava wrote:
Show nested quote +
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.


Yes, they have quite similar builds but different preferences in the later stages of the midgame. I love this thread :p Please use it http://www.teamliquid.net/forum/viewmessage.php?topic_id=287970

On December 03 2011 18:02 Pawsom wrote:
Have any world class protosses released a replay pack?


Yup http://www.teamliquidpro.com/news/2011/11/30/this-week-in-replays-14-hero
I am Latedi.
Mackem
Profile Joined May 2011
United Kingdom470 Posts
December 03 2011 11:45 GMT
#2528
So I haven't played SC2 in a while due to my PC being terrible, but I was wondering what builds are considered as the 'go-to' builds for each matchup (If that has changed at all?) or which builds are strong for PvZ, PvT and PvP. I ask because when I do start playing again in a few days I don't want to be using outdated builds.

Thanks.
Do you need a pole? I ask because your logical leaps are becoming logical vaults and your mental gymnastics are Olympic standard.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
December 03 2011 12:13 GMT
#2529
On December 03 2011 20:45 Mackem wrote:
So I haven't played SC2 in a while due to my PC being terrible, but I was wondering what builds are considered as the 'go-to' builds for each matchup (If that has changed at all?) or which builds are strong for PvZ, PvT and PvP. I ask because when I do start playing again in a few days I don't want to be using outdated builds.

Thanks.


For PvT, mostly 1gate fe into double forge is gaining a lot of popularity. A guide that's a little outdated but still decent to learn the style is this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=206596

For PvZ, http://www.teamliquid.net/forum/viewmessage.php?topic_id=287970

For PvP, http://www.teamliquid.net/forum/viewmessage.php?topic_id=249772
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
SGilna
Profile Joined October 2011
Singapore27 Posts
December 03 2011 13:11 GMT
#2530
HELP!
ok here is my problem, when i tend to FFE on maps like shattered temples with huge chokes at my natural i get roach rushes and tt pretty ended my game.
what should i do?
appreciate any1's help
thanks :DD
♥
More gg More skill - WhiteRa (idol) another idol - EGhuk
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
December 03 2011 13:41 GMT
#2531
On December 03 2011 22:11 SGilna wrote:
HELP!
ok here is my problem, when i tend to FFE on maps like shattered temples with huge chokes at my natural i get roach rushes and tt pretty ended my game.
what should i do?
appreciate any1's help
thanks :DD
♥


I personally don't like FFE'ing on Shattered Temple. 1/3 gate expo, 2 gate star expo are pretty decent builds when you're not FFE'ing, as long as your macro is decent and your always making probes, you won't be too far behind economically. And without any replays of sort, I can't really tell what problems are you having whether is it scouting it or actually defending it.
monk
Profile Blog Joined May 2009
United States8477 Posts
December 03 2011 13:47 GMT
#2532
On December 03 2011 22:11 SGilna wrote:
HELP!
ok here is my problem, when i tend to FFE on maps like shattered temples with huge chokes at my natural i get roach rushes and tt pretty ended my game.
what should i do?
appreciate any1's help
thanks :DD
♥

You need a replay. But in general when I FFE on shattered and get roach rushed, I need at least 5 cannons to hold it. If you scout a roach rush, delay everything in order to get those cannons up.
Moderator
D u o
Profile Joined October 2011
Canada381 Posts
December 03 2011 15:52 GMT
#2533
Whats the current safest PvP build? I've betrayed my race and went to terran when pvp was 4 gate and that's basically all I've learned. I used to do blink into a chargelot archon timing into a double robo build afterwards. [I try and hit with my zealot archon when they've got 2 colosus.] Just curious if this is still viable or if there is some other build that takes less work and gets me just as far ahead or on equal footing. Thanks.
wot?
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 03 2011 21:46 GMT
#2534
On December 04 2011 00:52 D u o wrote:
Whats the current safest PvP build? I've betrayed my race and went to terran when pvp was 4 gate and that's basically all I've learned. I used to do blink into a chargelot archon timing into a double robo build afterwards. [I try and hit with my zealot archon when they've got 2 colosus.] Just curious if this is still viable or if there is some other build that takes less work and gets me just as far ahead or on equal footing. Thanks.


Builds like these are the most standard and they are the safest, assuming you survive any early game pressure. Safe as in you don't get into a coinflip situation that is. However no build will get you ahead automatically or anything if your opponent has an optimized build which makes sense.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=249772
http://www.teamliquid.net/forum/viewmessage.php?topic_id=249638

I'm not sure if this is what you describe really because you weren't that specific, but this is pretty much standard. Some phoenix builds are also safe now and can fight on even ground against for example blink/observer. You can also do things like immortal expanding on maps like shakuras plateau but I see this as a risk as you need either colossus or blink against a 4gatecolossus all in.
I am Latedi.
SnowPickle
Profile Joined December 2011
United States1 Post
December 04 2011 07:38 GMT
#2535
Hi everyone,

I have just recently started playing 1v1's and found to be having my most difficulty with the pvp matchup. Most of the games I lose in this matchup I believe are due to bad engagements where i lose half my army then the other half as I warp in my units. Generally i see alot of players turtle. Especially if they are expanding I believe they have the misconception that they need to stay back to defend this expansion. Perhaps I am wrong but I feel the best way to expand is to be ultra aggressive simply poking in and out can threaten the player and rarely are players good enough in the gold/plat level to due effective drops while focusing on defending the front door. I have a replay where I will admit it was not my best game especially the start i do stupid things like pull all workers off mins for a moment, but regardless I believe i regain the advantage only to throw it away in a battle.

As previously mentioned I make some unforgiveable mistakes at the start of the game including a short supply block, however I dont think this has anything to do with my loss. At the 12:55 mark I have a fairly comparable army and attempt to use forcefields along with guardian shield to do some damage. What could i have done better here I feel if we traded i would come out on top as I was about to be making more gates and had an additional expo.

Any advice would be appreciated.

Replay:
http://drop.sc/67858
Yum Yum
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
December 04 2011 08:35 GMT
#2536
On December 04 2011 16:38 SnowPickle wrote:
Hi everyone,

I have just recently started playing 1v1's and found to be having my most difficulty with the pvp matchup. Most of the games I lose in this matchup I believe are due to bad engagements where i lose half my army then the other half as I warp in my units. Generally i see alot of players turtle. Especially if they are expanding I believe they have the misconception that they need to stay back to defend this expansion. Perhaps I am wrong but I feel the best way to expand is to be ultra aggressive simply poking in and out can threaten the player and rarely are players good enough in the gold/plat level to due effective drops while focusing on defending the front door. I have a replay where I will admit it was not my best game especially the start i do stupid things like pull all workers off mins for a moment, but regardless I believe i regain the advantage only to throw it away in a battle.

As previously mentioned I make some unforgiveable mistakes at the start of the game including a short supply block, however I dont think this has anything to do with my loss. At the 12:55 mark I have a fairly comparable army and attempt to use forcefields along with guardian shield to do some damage. What could i have done better here I feel if we traded i would come out on top as I was about to be making more gates and had an additional expo.

Any advice would be appreciated.

Replay:
http://drop.sc/67858


Short answer: build more zealots. There are always lots of little points, but at the end of the day if you dont build a single zealot all game you will lose to an immortal centric army.

At 12:55 your forcefields were good and saved you. You did not have a comparable army, it was 4 immortals to 3 and 6 zealots to none. Stalkers without blink are not useful against immortals.

For the most part your build and mechanics were better. You failed at the moment you took your gases at your expansion. You dont need more than 2 gas if all you want is immortal tech. Saving 140 minerals on assimilators, having those 6 probes on minerals and replacing some stalkers with zealots would of won you the game. Also, taking that third base before ever having an engagement was the nail in the coffin. Those minerals needed to go into your army (your robo was idle and you had a lot of chronoboost available).
ccesssu
Profile Joined July 2011
United States19 Posts
Last Edited: 2011-12-04 23:29:26
December 04 2011 23:29 GMT
#2537
i just switched to protoss, can someone recommend 3 simple openings, one for each matchup?
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2011-12-05 00:37:06
December 05 2011 00:36 GMT
#2538
On December 05 2011 08:29 ccesssu wrote:
i just switched to protoss, can someone recommend 3 simple openings, one for each matchup?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=266786

Also, look at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=269312

We get this question (and similar) an awful lot in this thread. Maybe a mod can sticky these into the OP?
KT best KT ~ 2014
LambtrOn
Profile Blog Joined September 2010
United States671 Posts
December 05 2011 04:39 GMT
#2539
PvZ question. Lately, I've been doing FFE into stargate pressure. What should be my game plan after this? I've just been macroing to 200/200 but that doesn't seem to work out too well. Only problem is I just don't feel very safe with out being a huge death ball.
whistle
Profile Joined April 2010
United States141 Posts
Last Edited: 2011-12-05 05:00:36
December 05 2011 04:58 GMT
#2540
What is the most effective way to force field small mid-game MM balls with medivac support if my primary army is zealot sentry, maybe an immortal or two (suppose my stalkers are fending off drops in my main)? Let's also suppose I don't have charge. My current method is to a-move into the T ball, then press f-f-f-f and click where I want a force field. If he kites back then I move command my army back as well. The problem is that against an attentive opponent, it feels like he will always kite back just enough so that nothing really gets caught by the FF, then my zealots get whittled down and he can engage properly and do tons of damage.

I think part of the reason I can't catch units with the FF is that when I use FF with a ball of sentries, there's no range indicator. This means I'm repeatedly trying to FF slightly out of range, which means by the time the sentries are in range of the target area, both of our armies have moved, so the FF land too close to my army (and as a result, don't cut his army in half).

Does anyone have any micro tricks that can help me avoid this range issue? Ideas I've thought of are:
1. Practice more >_>.
2. Move command my army until I'm sure the sentries are in range, then 1-f-f-f-f. Downsides include increased susceptibility to endless kiting if I never use a FF to trap the army until it's very close.
3. 1-a, then manually click a single sentry to determine range, then 1-f-f-f-f. Downsides include the fact that I don't think I can actually pull this off due to my mediocre micro/unit control.

Anyone know what the pros do? Do they just have a very good feel for what "range 9" means, so they can 1-f-f-f-f without fear?

(Sidenote: same issue applies to my storm casting with HT)

I can edit with a replay or two that illustrate the issue, but I didn't include any because this is basically just a micro/mechanics question.
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