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The Protoss Help Me Thread - Page 132

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.
Exclamark
Profile Joined August 2010
United States29 Posts
December 08 2011 22:01 GMT
#2621
What are three safe openings I should choose to practice for each match up? I am in gold.

I want to ladder and practice but there are so many builds and openings for each match up. Which ones are the best to practice so that I can learn macro?
ok
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
December 08 2011 22:05 GMT
#2622
On December 09 2011 07:01 Exclamark wrote:
What are three safe openings I should choose to practice for each match up? I am in gold.

I want to ladder and practice but there are so many builds and openings for each match up. Which ones are the best to practice so that I can learn macro?

Might be helpful to tell us your race
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Exclamark
Profile Joined August 2010
United States29 Posts
Last Edited: 2011-12-08 22:11:37
December 08 2011 22:10 GMT
#2623
seeing as I am in the Protss help thread don't you think it should be pretty obvious? ;p
ok
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 08 2011 22:13 GMT
#2624
On December 09 2011 07:01 Exclamark wrote:
What are three safe openings I should choose to practice for each match up? I am in gold.

I want to ladder and practice but there are so many builds and openings for each match up. Which ones are the best to practice so that I can learn macro?


Nice to see someone specifically asking for macro builds

PvP: robo twilight
As much macro as you can get in this matchup while being safe heh
http://www.teamliquid.net/forum/viewmessage.php?topic_id=249772
http://www.teamliquid.net/forum/viewmessage.php?topic_id=249638

PvZ: forge FE
This guide shows the forge FE as well as a strategy afterwards
http://www.teamliquid.net/forum/viewmessage.php?topic_id=287970

PvT: 1gate FE
this one is nice
http://www.teamliquid.net/forum/viewmessage.php?topic_id=285834
here's the old one with a lot of good information, the other guide builds on the principles of this
http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887

I think I got all the links right...
I am Latedi.
skatbone
Profile Joined August 2010
United States1005 Posts
December 09 2011 07:45 GMT
#2625
On December 09 2011 01:47 Latedi wrote:
Show nested quote +
On December 08 2011 17:09 Ghost131 wrote:
I'm really scared to do anything in pvz now. It's definately my worst matchup. I usually do a standard ffe and will lose to 1 of the following
1. proxy hatch cheese
2. roach allin with like 20 roaches
3. Ling hydra drops
4. mass roach hydra
I'm rank 4 diamond and am really struggling vs zerg. I don't know how to scout after my initial probe scout and before I get tech. I usually put down 4 cannons now just to be safe but I feel like I cant do anything vs zerg but turtle and die on 2 bases. Now to get wins I am just doing a 7 gate allin which has like a 50% win ratio depending on if the zerg makes 20,000 drones or 10,000 drones ((((((((((((((((((((((((


You have to scout. If you see no expansion at his natural it's a cheese and I don't think it matters much if he has proxy hatch or not, it will depend on how good your wall is and how many cannons you have. As for the roach all in that sounds like it's coming pretty late compared to a roach ling all in. This means you can scout and see no third as well as suiciding the probe into his main and maybe see the roaches. Also since he attacks so late you will have warp gates up by then most likely, shouldn't be that hard to hold. As for ling hydra that is a kind of 2 base play, if you don't see a third you should just turtle up and try to scout him with observers or phoenixes. Either way you should have colossus and/or a lot of gateway units out in time. Against mass roach hydra just get AoE and forcefields.


I'm high diamond and having similar problems dealing with the multitude of Zerg openings. Yet for me, of late, I keep scouting what I think will be aggression, only to have it not materialize.

How do you keep from overreacting to the Zerg opening when you achieve a decent scout on your opponent and you deduce a reasonable probability of aggression? How do you change your mid game plan? Do you still shoot for an ideal that you already have mapped out before the game, or do you adjust it on the fly?

I usually open 4gate into robo/twilight (Heroic FFE style). So the obs often comes too late to clear up my questions about their early shenanigans. Is it viable to work hallucination into an FFE? I rarely see pros do it. When I used to open gateway, I would do so. But these days, I am feeling it to be necessary.

A lot of my confusion comes from the weird/suboptimal builds of my opponents. Watching RSVPs stream, I hear him talk about dropping cannons if you see an early roach warren. I often scout early roach warrens and cannon up, only to have my opponent not make roaches. Tonight, I got a money scout into his base before he took his 3rd and saw that he had 2 gases already! No lair morphing either. So I figured he was going to 2-base bling bust me. I prepared for it and it never came. It turns out he was going for mass upgraded lings and blings. I just whittled away my mental resources trying to figure this out and before I knew it I was floating 1700 minerals and I had no sense of my mid-game plan.

tl;dr How do you keep from overreacting to the wrong build when you achieve a decent scout on your opponent/deduce what your opponent is doing? Part of what I do wrong is I over think--I over-deduce. So this might be less a question of build orders and strategies and more one of mental approach to the game...playing my game rather than letting my opponent's weirdness get to me.
Mercurial#1193
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 09 2011 14:25 GMT
#2626
On December 09 2011 16:45 skatbone wrote:
Show nested quote +
On December 09 2011 01:47 Latedi wrote:
On December 08 2011 17:09 Ghost131 wrote:
I'm really scared to do anything in pvz now. It's definately my worst matchup. I usually do a standard ffe and will lose to 1 of the following
1. proxy hatch cheese
2. roach allin with like 20 roaches
3. Ling hydra drops
4. mass roach hydra
I'm rank 4 diamond and am really struggling vs zerg. I don't know how to scout after my initial probe scout and before I get tech. I usually put down 4 cannons now just to be safe but I feel like I cant do anything vs zerg but turtle and die on 2 bases. Now to get wins I am just doing a 7 gate allin which has like a 50% win ratio depending on if the zerg makes 20,000 drones or 10,000 drones ((((((((((((((((((((((((


You have to scout. If you see no expansion at his natural it's a cheese and I don't think it matters much if he has proxy hatch or not, it will depend on how good your wall is and how many cannons you have. As for the roach all in that sounds like it's coming pretty late compared to a roach ling all in. This means you can scout and see no third as well as suiciding the probe into his main and maybe see the roaches. Also since he attacks so late you will have warp gates up by then most likely, shouldn't be that hard to hold. As for ling hydra that is a kind of 2 base play, if you don't see a third you should just turtle up and try to scout him with observers or phoenixes. Either way you should have colossus and/or a lot of gateway units out in time. Against mass roach hydra just get AoE and forcefields.


I'm high diamond and having similar problems dealing with the multitude of Zerg openings. Yet for me, of late, I keep scouting what I think will be aggression, only to have it not materialize.

How do you keep from overreacting to the Zerg opening when you achieve a decent scout on your opponent and you deduce a reasonable probability of aggression? How do you change your mid game plan? Do you still shoot for an ideal that you already have mapped out before the game, or do you adjust it on the fly?

I usually open 4gate into robo/twilight (Heroic FFE style). So the obs often comes too late to clear up my questions about their early shenanigans. Is it viable to work hallucination into an FFE? I rarely see pros do it. When I used to open gateway, I would do so. But these days, I am feeling it to be necessary.

A lot of my confusion comes from the weird/suboptimal builds of my opponents. Watching RSVPs stream, I hear him talk about dropping cannons if you see an early roach warren. I often scout early roach warrens and cannon up, only to have my opponent not make roaches. Tonight, I got a money scout into his base before he took his 3rd and saw that he had 2 gases already! No lair morphing either. So I figured he was going to 2-base bling bust me. I prepared for it and it never came. It turns out he was going for mass upgraded lings and blings. I just whittled away my mental resources trying to figure this out and before I knew it I was floating 1700 minerals and I had no sense of my mid-game plan.

tl;dr How do you keep from overreacting to the wrong build when you achieve a decent scout on your opponent/deduce what your opponent is doing? Part of what I do wrong is I over think--I over-deduce. So this might be less a question of build orders and strategies and more one of mental approach to the game...playing my game rather than letting my opponent's weirdness get to me.


Yeah I know what you mean, it's hard to know exactly what amount of aggression the zerg is going for. Luckily I'm using the same build as you so let's see if I can help To begin with I think you need to follow through with the zealots even though you see your opponent 2 basing. It will force him to show his hand be it roaches, spines or a ton of lings. If he doesn't have enough units to hold the natural feel free to scout his main with the zealots as well but dealing damage should be your top priority unless you are doing something sketchy back home.

The key to estimating the amount of units is scouting them and, if you can, deducing it from his tech paths and expansion timings. For example if you use a few early zealos to take map control you can hide probes and proxy pylons at his side of the map to scout for expansions and then use the zealot aggression to scout his base. This should cover most possibilites. Personally I then follow up with a warp prism sentry drop while teching DTs and getting observers + other units. This combination allows for insane scouting and you should be able to find out what he's up to if you're doing something similar. Another thing that I have been thinking about and will soon start experimenting with is hallucinations as you said. With this build you really get a lot of gas so cutting once sentry in favor of map hack sounds good to me. I don't think this will put you behind too much as you are on 4 gases by then.

So as far as scouting goes
2-3 zealots for map control -> +1 4gate zealot aggression while hiding probes and pylons around the map -> warp prism sentry drop (hallucination?) -> DTs and observers

Of course this can change a lot depending on how you prefer to play your game. I think you could for example skip the robo and DTs and get maybe a stargate instead while teching HTs. Having this much gas really allows for many options.

Also, I don't believe you should take sub optimal builds into consideration even if it might be frustrating sometimes. Just scout a lot and consider your opponent being behind if he lacks both expansions and higher tech.

I think I wrote too much random stuff here but hopefully it will help someone o/
I am Latedi.
skatbone
Profile Joined August 2010
United States1005 Posts
December 09 2011 16:06 GMT
#2627
On December 09 2011 23:25 Latedi wrote:
Show nested quote +
On December 09 2011 16:45 skatbone wrote:
On December 09 2011 01:47 Latedi wrote:
On December 08 2011 17:09 Ghost131 wrote:
I'm really scared to do anything in pvz now. It's definately my worst matchup. I usually do a standard ffe and will lose to 1 of the following
1. proxy hatch cheese
2. roach allin with like 20 roaches
3. Ling hydra drops
4. mass roach hydra
I'm rank 4 diamond and am really struggling vs zerg. I don't know how to scout after my initial probe scout and before I get tech. I usually put down 4 cannons now just to be safe but I feel like I cant do anything vs zerg but turtle and die on 2 bases. Now to get wins I am just doing a 7 gate allin which has like a 50% win ratio depending on if the zerg makes 20,000 drones or 10,000 drones ((((((((((((((((((((((((


You have to scout. If you see no expansion at his natural it's a cheese and I don't think it matters much if he has proxy hatch or not, it will depend on how good your wall is and how many cannons you have. As for the roach all in that sounds like it's coming pretty late compared to a roach ling all in. This means you can scout and see no third as well as suiciding the probe into his main and maybe see the roaches. Also since he attacks so late you will have warp gates up by then most likely, shouldn't be that hard to hold. As for ling hydra that is a kind of 2 base play, if you don't see a third you should just turtle up and try to scout him with observers or phoenixes. Either way you should have colossus and/or a lot of gateway units out in time. Against mass roach hydra just get AoE and forcefields.


I'm high diamond and having similar problems dealing with the multitude of Zerg openings. Yet for me, of late, I keep scouting what I think will be aggression, only to have it not materialize.

How do you keep from overreacting to the Zerg opening when you achieve a decent scout on your opponent and you deduce a reasonable probability of aggression? How do you change your mid game plan? Do you still shoot for an ideal that you already have mapped out before the game, or do you adjust it on the fly?

I usually open 4gate into robo/twilight (Heroic FFE style). So the obs often comes too late to clear up my questions about their early shenanigans. Is it viable to work hallucination into an FFE? I rarely see pros do it. When I used to open gateway, I would do so. But these days, I am feeling it to be necessary.

A lot of my confusion comes from the weird/suboptimal builds of my opponents. Watching RSVPs stream, I hear him talk about dropping cannons if you see an early roach warren. I often scout early roach warrens and cannon up, only to have my opponent not make roaches. Tonight, I got a money scout into his base before he took his 3rd and saw that he had 2 gases already! No lair morphing either. So I figured he was going to 2-base bling bust me. I prepared for it and it never came. It turns out he was going for mass upgraded lings and blings. I just whittled away my mental resources trying to figure this out and before I knew it I was floating 1700 minerals and I had no sense of my mid-game plan.

tl;dr How do you keep from overreacting to the wrong build when you achieve a decent scout on your opponent/deduce what your opponent is doing? Part of what I do wrong is I over think--I over-deduce. So this might be less a question of build orders and strategies and more one of mental approach to the game...playing my game rather than letting my opponent's weirdness get to me.


Yeah I know what you mean, it's hard to know exactly what amount of aggression the zerg is going for. Luckily I'm using the same build as you so let's see if I can help To begin with I think you need to follow through with the zealots even though you see your opponent 2 basing. It will force him to show his hand be it roaches, spines or a ton of lings. If he doesn't have enough units to hold the natural feel free to scout his main with the zealots as well but dealing damage should be your top priority unless you are doing something sketchy back home.

The key to estimating the amount of units is scouting them and, if you can, deducing it from his tech paths and expansion timings. For example if you use a few early zealos to take map control you can hide probes and proxy pylons at his side of the map to scout for expansions and then use the zealot aggression to scout his base. This should cover most possibilites. Personally I then follow up with a warp prism sentry drop while teching DTs and getting observers + other units. This combination allows for insane scouting and you should be able to find out what he's up to if you're doing something similar. Another thing that I have been thinking about and will soon start experimenting with is hallucinations as you said. With this build you really get a lot of gas so cutting once sentry in favor of map hack sounds good to me. I don't think this will put you behind too much as you are on 4 gases by then.

So as far as scouting goes
2-3 zealots for map control -> +1 4gate zealot aggression while hiding probes and pylons around the map -> warp prism sentry drop (hallucination?) -> DTs and observers

Of course this can change a lot depending on how you prefer to play your game. I think you could for example skip the robo and DTs and get maybe a stargate instead while teching HTs. Having this much gas really allows for many options.

Also, I don't believe you should take sub optimal builds into consideration even if it might be frustrating sometimes. Just scout a lot and consider your opponent being behind if he lacks both expansions and higher tech.

I think I wrote too much random stuff here but hopefully it will help someone o/


Yea, that is helpful. I generally get an early prism as well but I often find that I am dropping him right as his tech is materializing in the form of units: the mutas are hitting probe line, for instance.

I'd like a go-to derivation of my build when he is on 2-base but I can't tell what he is doing. I think you are right that scouting unit comp with my zealots is probably the best chance I have. Lately, I've been holding off on the 8 zealot harass when I see that he doesn't have a 3rd. That, as you suggest here, might be a mistake as I can get some insights into the style of 2-base is I knock at the front door of his natural.

Do you do a Sase-style sentry drop on the mineral line or are you FF the ramp to the main?
Mercurial#1193
Mordanis
Profile Blog Joined January 2011
United States893 Posts
December 10 2011 05:20 GMT
#2628
What is a good set of production facilites against a Zerg going mass mutalisk. Over the last several months I've gotten very comfortable with 5 gates and a robo with a quick third, but whenever a zerg goes mutalisks against me my macro becomes dogshit (like avg unspent resources at 3k 2k compared to 300 200 PvT normal games). Thanks a lot everyone.
p.s. I like to open FFE into robo, but if thats not very strong I could certainly add a stargate. I just really like to get wp harass going fairly early.
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
monk
Profile Blog Joined May 2009
United States8476 Posts
December 10 2011 05:40 GMT
#2629
On December 10 2011 14:20 Mordanis wrote:
What is a good set of production facilites against a Zerg going mass mutalisk. Over the last several months I've gotten very comfortable with 5 gates and a robo with a quick third, but whenever a zerg goes mutalisks against me my macro becomes dogshit (like avg unspent resources at 3k 2k compared to 300 200 PvT normal games). Thanks a lot everyone.
p.s. I like to open FFE into robo, but if thats not very strong I could certainly add a stargate. I just really like to get wp harass going fairly early.

8 gates on 2 base, 12 gates on 3 base, more if your macro is bad.
Moderator
mizU
Profile Blog Joined April 2010
United States12125 Posts
December 10 2011 10:31 GMT
#2630
Tosses. Double robo SO good against zerg. Do it more.

I thought I had lost versus a Zerg on Shakuras after I couldn't kill his third and I couldn't get my own up.

Double robo pumping colossi... soo good.
if happy ever afters did exist <3 @watamizu_
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 10 2011 12:19 GMT
#2631
On December 10 2011 01:06 skatbone wrote:
Show nested quote +
On December 09 2011 23:25 Latedi wrote:
On December 09 2011 16:45 skatbone wrote:
On December 09 2011 01:47 Latedi wrote:
On December 08 2011 17:09 Ghost131 wrote:
I'm really scared to do anything in pvz now. It's definately my worst matchup. I usually do a standard ffe and will lose to 1 of the following
1. proxy hatch cheese
2. roach allin with like 20 roaches
3. Ling hydra drops
4. mass roach hydra
I'm rank 4 diamond and am really struggling vs zerg. I don't know how to scout after my initial probe scout and before I get tech. I usually put down 4 cannons now just to be safe but I feel like I cant do anything vs zerg but turtle and die on 2 bases. Now to get wins I am just doing a 7 gate allin which has like a 50% win ratio depending on if the zerg makes 20,000 drones or 10,000 drones ((((((((((((((((((((((((


You have to scout. If you see no expansion at his natural it's a cheese and I don't think it matters much if he has proxy hatch or not, it will depend on how good your wall is and how many cannons you have. As for the roach all in that sounds like it's coming pretty late compared to a roach ling all in. This means you can scout and see no third as well as suiciding the probe into his main and maybe see the roaches. Also since he attacks so late you will have warp gates up by then most likely, shouldn't be that hard to hold. As for ling hydra that is a kind of 2 base play, if you don't see a third you should just turtle up and try to scout him with observers or phoenixes. Either way you should have colossus and/or a lot of gateway units out in time. Against mass roach hydra just get AoE and forcefields.


I'm high diamond and having similar problems dealing with the multitude of Zerg openings. Yet for me, of late, I keep scouting what I think will be aggression, only to have it not materialize.

How do you keep from overreacting to the Zerg opening when you achieve a decent scout on your opponent and you deduce a reasonable probability of aggression? How do you change your mid game plan? Do you still shoot for an ideal that you already have mapped out before the game, or do you adjust it on the fly?

I usually open 4gate into robo/twilight (Heroic FFE style). So the obs often comes too late to clear up my questions about their early shenanigans. Is it viable to work hallucination into an FFE? I rarely see pros do it. When I used to open gateway, I would do so. But these days, I am feeling it to be necessary.

A lot of my confusion comes from the weird/suboptimal builds of my opponents. Watching RSVPs stream, I hear him talk about dropping cannons if you see an early roach warren. I often scout early roach warrens and cannon up, only to have my opponent not make roaches. Tonight, I got a money scout into his base before he took his 3rd and saw that he had 2 gases already! No lair morphing either. So I figured he was going to 2-base bling bust me. I prepared for it and it never came. It turns out he was going for mass upgraded lings and blings. I just whittled away my mental resources trying to figure this out and before I knew it I was floating 1700 minerals and I had no sense of my mid-game plan.

tl;dr How do you keep from overreacting to the wrong build when you achieve a decent scout on your opponent/deduce what your opponent is doing? Part of what I do wrong is I over think--I over-deduce. So this might be less a question of build orders and strategies and more one of mental approach to the game...playing my game rather than letting my opponent's weirdness get to me.


Yeah I know what you mean, it's hard to know exactly what amount of aggression the zerg is going for. Luckily I'm using the same build as you so let's see if I can help To begin with I think you need to follow through with the zealots even though you see your opponent 2 basing. It will force him to show his hand be it roaches, spines or a ton of lings. If he doesn't have enough units to hold the natural feel free to scout his main with the zealots as well but dealing damage should be your top priority unless you are doing something sketchy back home.

The key to estimating the amount of units is scouting them and, if you can, deducing it from his tech paths and expansion timings. For example if you use a few early zealos to take map control you can hide probes and proxy pylons at his side of the map to scout for expansions and then use the zealot aggression to scout his base. This should cover most possibilites. Personally I then follow up with a warp prism sentry drop while teching DTs and getting observers + other units. This combination allows for insane scouting and you should be able to find out what he's up to if you're doing something similar. Another thing that I have been thinking about and will soon start experimenting with is hallucinations as you said. With this build you really get a lot of gas so cutting once sentry in favor of map hack sounds good to me. I don't think this will put you behind too much as you are on 4 gases by then.

So as far as scouting goes
2-3 zealots for map control -> +1 4gate zealot aggression while hiding probes and pylons around the map -> warp prism sentry drop (hallucination?) -> DTs and observers

Of course this can change a lot depending on how you prefer to play your game. I think you could for example skip the robo and DTs and get maybe a stargate instead while teching HTs. Having this much gas really allows for many options.

Also, I don't believe you should take sub optimal builds into consideration even if it might be frustrating sometimes. Just scout a lot and consider your opponent being behind if he lacks both expansions and higher tech.

I think I wrote too much random stuff here but hopefully it will help someone o/


Yea, that is helpful. I generally get an early prism as well but I often find that I am dropping him right as his tech is materializing in the form of units: the mutas are hitting probe line, for instance.

I'd like a go-to derivation of my build when he is on 2-base but I can't tell what he is doing. I think you are right that scouting unit comp with my zealots is probably the best chance I have. Lately, I've been holding off on the 8 zealot harass when I see that he doesn't have a 3rd. That, as you suggest here, might be a mistake as I can get some insights into the style of 2-base is I knock at the front door of his natural.

Do you do a Sase-style sentry drop on the mineral line or are you FF the ramp to the main?


Yeah I just forcefield the drones/queens and kill as many as I can before getting out of there. Sometimes I warp in a few zealots as well if he's out of position and later on i might warp in DTs.
I am Latedi.
eugalp
Profile Joined August 2011
United States203 Posts
December 10 2011 19:13 GMT
#2632
On December 10 2011 19:31 mizU wrote:
Tosses. Double robo SO good against zerg. Do it more.

I thought I had lost versus a Zerg on Shakuras after I couldn't kill his third and I couldn't get my own up.

Double robo pumping colossi... soo good.

How quickly do you add a second robo and a robo bay? Before or after 3rd? Do you first pump a couple of rounds of immortals before switching to colossus, or get colossus right away?
Also sometimes I have gas issues when going double robo colossus.
"More GG more skill" - White-Ra
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
December 10 2011 22:36 GMT
#2633
to the person who kept overreacting to what seem like aggressive openings then dont worry. if he is just doing a really weird suboptimal build and is just a bad player you're not exactly going to be behind just by dropping an extra cannon or two. and yes when i was worse I always kept my initial zealots safe and tight. a zealot can take on quite a few lings and by sending a zealot out you gain control of watchtowers, force extra lings if he was playing greedy and only made a couple and also get to spot all ins along the way

and for someone else yes when the muta style became popular being used to chronoboosting collosi non-stop suddenly going pure gateway my macro was awful and never had enough gates xD

robo is fine. if they go muta then you need a few observers. that helped me the most against muta players, having at least 3 observers solely for spotting muta attack angles I would suddenly take 1/10th of the damage from them. just make sure to drop a twilight council immediately to tech to blink and templars. oh and get that 3rd base up asap. you kind of need 3 bases of gases to fight mutas well with stalkers and templars. if they deny your third you're in trouble. I like to suicide a zealot or two from a proxy pylon or use a warp prism to keep my opponent on the backfoot (just try and make them use mutas for defense) while i get cannons up at third. if the zerg is clever and masses spines an insane amount some immortals really help for when you want to push out.

there is a great discussion/guide about fighting mutas from rsvp i believe if you can find it on tl search.
Brood War Protoss, SC2 Terran/Protoss
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
December 10 2011 22:59 GMT
#2634
If you're fighting a zerg that you know will go mutas, you can always go double stargate allin after FFE, it's really effective especially if the zerg doesn't scout the 2nd stargate.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
December 11 2011 01:39 GMT
#2635
On December 11 2011 07:59 Amornthep wrote:
If you're fighting a zerg that you know will go mutas, you can always go double stargate allin after FFE, it's really effective especially if the zerg doesn't scout the 2nd stargate.


doesnt going for mutas usually also just straight up die to a quick +1 6 gate all-in hence why the style went out of fashion in the first place?
Brood War Protoss, SC2 Terran/Protoss
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 11 2011 01:59 GMT
#2636
On December 11 2011 10:39 ThePianoDentist wrote:
Show nested quote +
On December 11 2011 07:59 Amornthep wrote:
If you're fighting a zerg that you know will go mutas, you can always go double stargate allin after FFE, it's really effective especially if the zerg doesn't scout the 2nd stargate.


doesnt going for mutas usually also just straight up die to a quick +1 6 gate all-in hence why the style went out of fashion in the first place?


Kind of yes. But it's not like you can run up the ramp into 7+ spinecrawlers on shakura's plateau.
I am Latedi.
Whitewing
Profile Joined October 2010
United States7483 Posts
December 11 2011 02:02 GMT
#2637
On December 11 2011 10:39 ThePianoDentist wrote:
Show nested quote +
On December 11 2011 07:59 Amornthep wrote:
If you're fighting a zerg that you know will go mutas, you can always go double stargate allin after FFE, it's really effective especially if the zerg doesn't scout the 2nd stargate.


doesnt going for mutas usually also just straight up die to a quick +1 6 gate all-in hence why the style went out of fashion in the first place?


Yeah on two base, but most zergs now are going mutas off 3 bases after getting roaches for early defense, and just making a lot more of them all at once.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
December 11 2011 06:04 GMT
#2638
Well, most zergs know how to defend 6 gates, etc now. Double stargate should kill them before they even get mutas.
LeakyBucket
Profile Joined June 2011
Canada76 Posts
December 11 2011 08:39 GMT
#2639
Hey guys, I am having trouble holding off 1 base roach rushes after I have ffe'd. I'd place 4 cannons (antiga shipyard) but they still manage to snipe my nexus even though the rest is defended. How do I make my cannons able to defend everything. Basically I guess I need building and cannon placement help for ffe.
mizU
Profile Blog Joined April 2010
United States12125 Posts
December 11 2011 09:12 GMT
#2640
On December 11 2011 04:13 eugalp wrote:
Show nested quote +
On December 10 2011 19:31 mizU wrote:
Tosses. Double robo SO good against zerg. Do it more.

I thought I had lost versus a Zerg on Shakuras after I couldn't kill his third and I couldn't get my own up.

Double robo pumping colossi... soo good.

How quickly do you add a second robo and a robo bay? Before or after 3rd? Do you first pump a couple of rounds of immortals before switching to colossus, or get colossus right away?
Also sometimes I have gas issues when going double robo colossus.


I like getting it before my third especially if there's a medium roach count and VERY high possibility of a hydra addition. It's very situational though. If you have map control and you can take a third safely, take your third first.

Also immortals out of double robo if you scout double evo roaches. Then you can go into colossi. If not, I just make 1-2 roaches, maybe a WP and then go into colossi.
if happy ever afters did exist <3 @watamizu_
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