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The Protoss Help Me Thread - Page 151

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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.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
December 30 2011 02:42 GMT
#3001
On December 30 2011 11:33 Handfoot wrote:
I need a simple, easy to execute build for PvT for a high Platinum player. I'm currently clueless on what to do right now.

You'd probably improve a lot if you used the 2 Gate Robo Fast Obs in my profile.
Handfoot
Profile Joined January 2011
United States62 Posts
December 30 2011 02:55 GMT
#3002
Ok, thanks.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 30 2011 12:51 GMT
#3003
On December 30 2011 11:11 Sweetness.751 wrote:
OK everyone if you can just bare with me. I have a question regarding Phoenix play in the PvP match-up and I would like peoples thoughts/discussion on the topic. I was hoping for responses from masters/GMs players since I am high masters myself and I have poured a lot of content into my post. I will also highlight my question fro clarity sake lol.

In the PvP match-up, blink stalkers were all the rage, and thus there was an issue with expanding against robo play. Taking one's natural proved difficult was was considered risky till very late in the game on 1 base. However the idea of expanding far away and doing a base trade scenario seemed to be the solution to the problem. This philosophy works very well in the ZvP match-up when Zerg goes Mutalisk, and was the major influence for the idea. I am considering doing the same thing for PvP with Phoenix play. I would expand as far away as possible from my base and my opponents base. My question is: Do any of you think it's worth the time to rigorously test my theory? Have any of you tried it?

Normally I have no problem 1 basing with Phoenix, but expanding seems to be an all but smooth transition. The problem lies in that Phoenix sink a lot of resources on 1 base. Usually expanding requires cutting units and probes for an extended period of time.. (Which I don't like) My goal is to create a more fluid transition. Specifically I would go gate-stargate-nexus-robo-gate. As I'm sure any Protoss that has done Phoenix play before, your ground army is significantly lacking, and so more gateways are necessary. However I have also found that not going robo afterwards can be very risky, since there is an obvious vulnerability to mass stalkers and DT play.

The problem lies in that once you get all these additional structures up, you hardly have the money to naturally afford a nexus. (hence the significant cutting of units/probes) As, in my opinion, the Phoenix is a very strong harass unit against Protoss, specifically because Protoss has a strong weakness vs light/air units. Unless one opens Stargate Phoenix, there is no natural protoss unit that is strong against such a threat (ie: the Banshee, Mutalisk, and Phoenix).

I strongly feel expanding far away will work for several reasons.

Disclaimer: This is assuming that your opponent is not doing a highly aggressive 1 base play, in which case expanding before the attack would be suicidal. In my opinion, any build with Sentries is a more passive strategy, since offensive Sentry use can rarely be the reason for death in PvP.

1.) The phoenix is more than capable with dealing with warp-ins because they are faster than Mutas and are ideal for picking off and negating isolated units.

2.) Stargate play does extremely well versus Robo play, which is the same for Mutalisk builds in ZvP.

3.) Because our initial expand is so far away, the fact that we still are above our ramp, along with the gateway warp-in nerfs in recent patches, means that a high ground advantage still remains at our main. So any army disadvantage can be overcome by abusing the ramp mechanic.

4.) If they attack the expansion with their full army, it allows our Phoenix to harass their main and also reciprocate economic damage.

5.) Sentries to defend your opponents ramp are countered by Phoenix, so indefinite forcefields will be a non-issue.

Sorry for the long post, but I just want to make it easier for everyone as to the rational behind my thought process.


The reason you expand far away with blink against colossus is because you want to base trade if your opponent tries to attack you. The same goes for mutas. If you do the same with phoenixes you will obly be able to pick off some probes before you are out of energy and the huge army will then proceed to attack your main next. You kind have to have an army strong enough to take out your opponent's. This guide might also be able to help you http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637
I am Latedi.
Yokoblue
Profile Joined March 2010
Canada594 Posts
December 30 2011 13:09 GMT
#3004
On December 30 2011 21:51 Latedi wrote:
Show nested quote +
On December 30 2011 11:11 Sweetness.751 wrote:
OK everyone if you can just bare with me. I have a question regarding Phoenix play in the PvP match-up and I would like peoples thoughts/discussion on the topic. I was hoping for responses from masters/GMs players since I am high masters myself and I have poured a lot of content into my post. I will also highlight my question fro clarity sake lol.

In the PvP match-up, blink stalkers were all the rage, and thus there was an issue with expanding against robo play. Taking one's natural proved difficult was was considered risky till very late in the game on 1 base. However the idea of expanding far away and doing a base trade scenario seemed to be the solution to the problem. This philosophy works very well in the ZvP match-up when Zerg goes Mutalisk, and was the major influence for the idea. I am considering doing the same thing for PvP with Phoenix play. I would expand as far away as possible from my base and my opponents base. My question is: Do any of you think it's worth the time to rigorously test my theory? Have any of you tried it?

Normally I have no problem 1 basing with Phoenix, but expanding seems to be an all but smooth transition. The problem lies in that Phoenix sink a lot of resources on 1 base. Usually expanding requires cutting units and probes for an extended period of time.. (Which I don't like) My goal is to create a more fluid transition. Specifically I would go gate-stargate-nexus-robo-gate. As I'm sure any Protoss that has done Phoenix play before, your ground army is significantly lacking, and so more gateways are necessary. However I have also found that not going robo afterwards can be very risky, since there is an obvious vulnerability to mass stalkers and DT play.

The problem lies in that once you get all these additional structures up, you hardly have the money to naturally afford a nexus. (hence the significant cutting of units/probes) As, in my opinion, the Phoenix is a very strong harass unit against Protoss, specifically because Protoss has a strong weakness vs light/air units. Unless one opens Stargate Phoenix, there is no natural protoss unit that is strong against such a threat (ie: the Banshee, Mutalisk, and Phoenix).

I strongly feel expanding far away will work for several reasons.

Disclaimer: This is assuming that your opponent is not doing a highly aggressive 1 base play, in which case expanding before the attack would be suicidal. In my opinion, any build with Sentries is a more passive strategy, since offensive Sentry use can rarely be the reason for death in PvP.

1.) The phoenix is more than capable with dealing with warp-ins because they are faster than Mutas and are ideal for picking off and negating isolated units.

2.) Stargate play does extremely well versus Robo play, which is the same for Mutalisk builds in ZvP.

3.) Because our initial expand is so far away, the fact that we still are above our ramp, along with the gateway warp-in nerfs in recent patches, means that a high ground advantage still remains at our main. So any army disadvantage can be overcome by abusing the ramp mechanic.

4.) If they attack the expansion with their full army, it allows our Phoenix to harass their main and also reciprocate economic damage.

5.) Sentries to defend your opponents ramp are countered by Phoenix, so indefinite forcefields will be a non-issue.

Sorry for the long post, but I just want to make it easier for everyone as to the rational behind my thought process.


The reason you expand far away with blink against colossus is because you want to base trade if your opponent tries to attack you. The same goes for mutas. If you do the same with phoenixes you will obly be able to pick off some probes before you are out of energy and the huge army will then proceed to attack your main next. You kind have to have an army strong enough to take out your opponent's. This guide might also be able to help you http://www.teamliquid.net/forum/viewmessage.php?topic_id=296637


If you expend before your opponent with a phoenix play, you will simply die to pretty much everything he throw at you... When you play phoenix you want to expend at the same time or less than a minute after your opponent... You always have the probe count advantage anyway so 1 min later doesnt affect at all. If you expend before, your opponent can simply attack you with the tech he has chosen and you die and you cant basetrade with phoenix...

Look for the thread in the post above me.. Its all the info you need on PvP Phoenix play... I play pretty much exactly like the guide said and im Mid Master... and axslav is high so... It will work
Master League playing Protoss and Zerg
Revelatus
Profile Joined July 2011
United States183 Posts
December 30 2011 14:49 GMT
#3005
On December 29 2011 09:37 -y0shi- wrote:
I was laddering, I was doing fine, and I was finally having fun again, and then this happened:

http://uploaded.to/file/5m57s58q

PvZ Shakuras, I do some 4 Zealot 2 Stalker Push, I kill his 3rd, I miss his hidden expansion and I think Im far ahead, but he has mutas out and I retreat to my base. I sit there, turtle, get Archons, Storm, Cannon Up like an idiot..

after watching the replay I admit i misread the game, I thought I was ahead but I didnt know about his base in the upper right corner. So if he kills me now I guess I cant complain. But he doesnt and we play on and on til hes maxed on 33 mutas, I cannon up every base, Im maxed on Stalker/Archon/Templat, but it doesnt matter because he never engages. He just runs around and kills of everything til I finally basetrade.

The thing is, what can I do?! This is just so frustrating, all he doesi s run his stupid mutas around and I cantt do anything at all, I can never catch him...

Im seriously on the verge of punching a hole in the wall right now... Doubt im going to play sc2 again before hots is out, or Ill just 4 gate every single zerg I see... AGain, I admit i misread the game but it didnt even matter because he didnt kill me when he was ahead. I just dont know what I can do there really...

I was in the same situation until http://www.teamliquid.net/forum/viewmessage.php?topic_id=290798
caяp diєм
Sweetness.751
Profile Joined April 2011
United States225 Posts
Last Edited: 2011-12-31 00:07:39
December 30 2011 22:35 GMT
#3006
On December 29 2011 09:37 -y0shi- wrote:
I was laddering, I was doing fine, and I was finally having fun again, and then this happened:

http://uploaded.to/file/5m57s58q

PvZ Shakuras, I do some 4 Zealot 2 Stalker Push, I kill his 3rd, I miss his hidden expansion and I think Im far ahead, but he has mutas out and I retreat to my base. I sit there, turtle, get Archons, Storm, Cannon Up like an idiot..

after watching the replay I admit i misread the game, I thought I was ahead but I didnt know about his base in the upper right corner. So if he kills me now I guess I cant complain. But he doesnt and we play on and on til hes maxed on 33 mutas, I cannon up every base, Im maxed on Stalker/Archon/Templat, but it doesnt matter because he never engages. He just runs around and kills of everything til I finally basetrade.

The thing is, what can I do?! This is just so frustrating, all he doesi s run his stupid mutas around and I cantt do anything at all, I can never catch him...

Im seriously on the verge of punching a hole in the wall right now... Doubt im going to play sc2 again before hots is out, or Ill just 4 gate every single zerg I see... AGain, I admit i misread the game but it didnt even matter because he didnt kill me when he was ahead. I just dont know what I can do there really...



Honestly, I've been there. What I have found to work extremely well is to leave 2 Templar in each of your 2 corner expansions. Also a Mothership is extremely good vs Zerg in general. Cloaked Units + AoE + Vortex kills everything and Recall can allow you to deny a base trade scenario.

The idea is that 8 supply in Templar should not adversely affect your army during the main battle out in the open map because you should be maxed at that point, Templar are extremely supply efficient, and any extra Storms past the original 4-5 Templar wont be used in the first battle because in all likelihood it will end well before they are necessary. In addition, Templar can't retreat (unless you win) so you may as well keep them at home and let them build up energy for the next battle, then replace them with freshly warped in ones before you move out for your second push..

With the 2 Templar in each corner base (bases most likely to be attacked by Mutas first) you will need to have your eyes glued to the mini-map because if he snipes your Templar before you Storm him, then you can be in a really rough spot. Its the combination of AoE and cannons that really does the trick. The Templar are never meant to kill the Mutas outright, but they will damage the Mutas enough, where the cannons can actually finish them off. The AoE units also don't allow your opponent to focus fire specific buildings/units. (i.e cannons, pylons or Templar/Archons) Because if they do, their Mutas clump up and one good Storm or Archon volley can do over 1000 damage. I would also recommend spreading your 2 Templar out a little bit, that way glave bounce wont kill them both instantly, and you will have enough time to Storm 2 entirely different areas under the Muta cloud.

Afterwords, your 3/5 cannons (in each outlying base) should reduce their Muta count to manageable levels, in which case making a few defensive Archons and Zealots should stop any Ling/Muta base race strategy in its tracks. Just remember to spend all of your money (i.e. Zealots, Archons, and cannons, maybe Mothership after you push out, and keep your eyes on the mini-map because it will come down to multi-tasking and unit management.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
January 01 2012 03:45 GMT
#3007
What do you guys think of 2base colossus versus Marine Tank Banshee All-in?
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
January 01 2012 06:20 GMT
#3008
On January 01 2012 12:45 CrazyF1r3f0x wrote:
What do you guys think of 2base colossus versus Marine Tank Banshee All-in?

i do not know for sure but i feel if you are talking about 1-1-1 builds they will usually hit before you can get collosus up, or at least range. meaning you just have lots of wasted money in tech and so a weaker army. I prefer to stick with immortals rather than teching to collosi versus 1-1-1 and also make sure i have minimum 4 gates.
Brood War Protoss, SC2 Terran/Protoss
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
January 01 2012 06:25 GMT
#3009
hi, for maps with open naturals like metalopolis after 1 gate expoing what kind of nice 2 base timing can I hit that isnt too vulnerable to a 1 rax fe into either 4 rax stim timing or 3 rax +1 weapons stim timing, can i get collosi out in time for these timings? and if im cutting probes at say just over 40 how many gates should i have with my 2 base collosi timing? (usually play more macro so unsure)

also do people remember what time these builds hit and after scouting with obs can decide how to play?
Brood War Protoss, SC2 Terran/Protoss
Bao
Profile Joined February 2011
United States89 Posts
January 01 2012 08:09 GMT
#3010
I'm starting to play SC2 again after a long break. Could anyone recommend me a build for PvP? I'm looking just for a 1 or 2 base timing attack. I don't enjoy the matchup and I'd rather just get it over with lol

Diamond protoss thanks!
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2012-01-01 12:04:42
January 01 2012 11:59 GMT
#3011
On January 01 2012 15:25 ThePianoDentist wrote:
hi, for maps with open naturals like metalopolis after 1 gate expoing what kind of nice 2 base timing can I hit that isnt too vulnerable to a 1 rax fe into either 4 rax stim timing or 3 rax +1 weapons stim timing, can i get collosi out in time for these timings? and if im cutting probes at say just over 40 how many gates should i have with my 2 base collosi timing? (usually play more macro so unsure)

also do people remember what time these builds hit and after scouting with obs can decide how to play?


You should be safe against these kinds of strategies if you go for a colossus timing. There are also other timings such as double forge but they are very vulnerable as they rely more on forcefields to survive. You can also go for a 6gate or 8gate zealot archon. As for your timing you want about 2-3 colossus and attack when range finishes, then you reinforce with 6 gates from a proxy pylon. To have colossus out in time for any of the mentioned terran timings you should either rush it so that you have it out early and have it help defend the push, or make like 5 gateways before you begin colossus production to keep yourself safe that way instead. It doesn't really matter when you cut probes because you always want to push when you have range. Actually you don't need to cut probes but the timing might be a bit later or lack power.

I have no idea when these timings hit, I don't use the in game timer I'm not sure how scouting relates to this. Colossus timings, 6gate etc are builds that you will attack with almost no matter what. But sure if you see a strong frontal defense maybe you want to wait for a warp prism.

On January 01 2012 17:09 Bao wrote:
I'm starting to play SC2 again after a long break. Could anyone recommend me a build for PvP? I'm looking just for a 1 or 2 base timing attack. I don't enjoy the matchup and I'd rather just get it over with lol

Diamond protoss thanks!


http://www.teamliquid.net/forum/viewmessage.php?topic_id=249772
http://www.teamliquid.net/forum/viewmessage.php?topic_id=249638
These are the most standard but if you just want to just attack and not play optimally you can just go for the 4gate robo all in. The attack should take place when you have 2 colossus iirc.
I am Latedi.
Nyast
Profile Joined November 2010
Belgium554 Posts
January 01 2012 13:30 GMT
#3012
I'm pretty good in PvZ and I can usually handle mutas fine, but sometimes I'm mind-boggled by how to handle a Zerg that transitions out of mutas into Brood Lords in end game..

The problem is the following: after he loses all his mutas, he replaces them with Brood Lords and infestors. He makes a ton ( and I really mean a ton ) of crawlers in front of his expos. Like 30-40 of them. There's no way I can push or base trade with him. I'd need tons of colossi to handle that many crawlers, and colossi aren't too good vs BL obviously..

I guess I could handle the BL + infestors with MS + archons, but I have no solution for that mass of crawlers. Any idea ?
Tobias
Profile Joined October 2010
Sweden187 Posts
January 01 2012 13:45 GMT
#3013
BL+Infestor are best countered by blink stalkers and high templars, while colossi in the back handles the broodlings. Blink underneath the brood lords and pick them off, feedback the infestors, then you can merge into archons when out of energy.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
January 01 2012 15:06 GMT
#3014
On January 01 2012 22:45 Tobias wrote:
BL+Infestor are best countered by blink stalkers and high templars, while colossi in the back handles the broodlings. Blink underneath the brood lords and pick them off, feedback the infestors, then you can merge into archons when out of energy.


No, blinking like that will just end up killing you. The solution to broodlord infestor is either voidrays or archon toilet. And even then you need good micro, maybe some HTs/colossi and so on. If you do not have the means to fight the zerg deathball try to kill his expansions and basetrade if you need to instead.
I am Latedi.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
January 01 2012 22:59 GMT
#3015
just my lowly opinion but once you let the zerg get broodlord infestor up before you've prepared for it it's already gg. you need to be aware of his timing for getting broodlords out, when you scout greater spire you either need to attack him before broodlords...or have fleet beacon building
Brood War Protoss, SC2 Terran/Protoss
Geiko
Profile Blog Joined June 2010
France1939 Posts
January 01 2012 23:04 GMT
#3016
Most important thing in PvZ is spotting the hive timing.
Hive should always signal you to get a stargate.

Void rays or mothership or both are the correct response to infestor/broodlord.
geiko.813 (EU)
paintfive
Profile Joined September 2011
785 Posts
January 01 2012 23:05 GMT
#3017
On January 01 2012 22:30 Nyast wrote:
I'm pretty good in PvZ and I can usually handle mutas fine, but sometimes I'm mind-boggled by how to handle a Zerg that transitions out of mutas into Brood Lords in end game..

The problem is the following: after he loses all his mutas, he replaces them with Brood Lords and infestors. He makes a ton ( and I really mean a ton ) of crawlers in front of his expos. Like 30-40 of them. There's no way I can push or base trade with him. I'd need tons of colossi to handle that many crawlers, and colossi aren't too good vs BL obviously..

I guess I could handle the BL + infestors with MS + archons, but I have no solution for that mass of crawlers. Any idea ?


Make sure you get HT and DT tech well before Broodlords. Then get a warp prism and start harassing his main and expansions. If you're lucky you can kill off his Greater Spire which will delay his switch soo much.

and Collossus are actually pretty good against BL since they vaporize the broodlings before they can even touch your stalkers. But you really need to get like 2 stargates and some voidrays before you know Broodlords are coming.
xlava
Profile Blog Joined March 2011
United States676 Posts
January 01 2012 23:13 GMT
#3018
On January 02 2012 07:59 ThePianoDentist wrote:
just my lowly opinion but once you let the zerg get broodlord infestor up before you've prepared for it it's already gg. you need to be aware of his timing for getting broodlords out, when you scout greater spire you either need to attack him before broodlords...or have fleet beacon building


Well sure, you have to anticipate the eventual switch to hive tech units. Most Zergs don't go Ultras because they're generally bad, so you have to expect Brood Lords 99% of the time. Generally, some time around when I am starting to get maxed, and take a 4th and a 5th, I'll throw down 3 stargates and a dark shrine if I haven't already. Make sure to scout well with an obs or warp prism, and once you see the brood tech switch, immediately start pumping void rays, and don't forget shield ups and attack ups for air. I'll often triple forge in some situations just to get upgrades that much quicker, because they really are that important.

I wouldn't try and attack them before broodlords, because generally that won't work. They should have a huge roach infestor army, or have been harassing the crap out of you with muta ling. Attacking, killing some spines, maybe a base or two while he runs mutas and lings and decimates all your infrastructure will leave you with a half-assed army as his broods are morphing, then he can sacrifice his harass units, pump broodlords and you lose.

No, I would wait and try to win the 200/200 army battle. Also, don't forget mothership, it is incredibly useful and should allow you to win that battle. If you attack fast enough, he shouldn't have enough time to remax.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
January 01 2012 23:38 GMT
#3019
On January 02 2012 08:13 xlava wrote:
Show nested quote +
On January 02 2012 07:59 ThePianoDentist wrote:
just my lowly opinion but once you let the zerg get broodlord infestor up before you've prepared for it it's already gg. you need to be aware of his timing for getting broodlords out, when you scout greater spire you either need to attack him before broodlords...or have fleet beacon building


Well sure, you have to anticipate the eventual switch to hive tech units. Most Zergs don't go Ultras because they're generally bad, so you have to expect Brood Lords 99% of the time. Generally, some time around when I am starting to get maxed, and take a 4th and a 5th, I'll throw down 3 stargates and a dark shrine if I haven't already. Make sure to scout well with an obs or warp prism, and once you see the brood tech switch, immediately start pumping void rays, and don't forget shield ups and attack ups for air. I'll often triple forge in some situations just to get upgrades that much quicker, because they really are that important.

I wouldn't try and attack them before broodlords, because generally that won't work. They should have a huge roach infestor army, or have been harassing the crap out of you with muta ling. Attacking, killing some spines, maybe a base or two while he runs mutas and lings and decimates all your infrastructure will leave you with a half-assed army as his broods are morphing, then he can sacrifice his harass units, pump broodlords and you lose.

No, I would wait and try to win the 200/200 army battle. Also, don't forget mothership, it is incredibly useful and should allow you to win that battle. If you attack fast enough, he shouldn't have enough time to remax.


Voidrays are still great against ultras so if he goes hive they are a win/win situation I don't think any zerg gets hive for upgrades only, or at least I haven't seen it. And as for engaging, It's great to hit a timing before the broodlords are out regardless of what strategy he's doing. If you can engage a infestor roach army with sentry stalker colossus you sohuld be able to kill off a lot of it with few losses. If your engagement is good at least, with proper forcefields, blink and prevention of fungals. Sometimes you can even kill the zerg at this point. And as for muta/ling you should have attacked before this happens. If you have 6+ cannons and a HT or two per base I see no reason at all to not move out and get aggressive.
I am Latedi.
xlava
Profile Blog Joined March 2011
United States676 Posts
January 01 2012 23:46 GMT
#3020
On January 02 2012 08:38 Latedi wrote:
Show nested quote +
On January 02 2012 08:13 xlava wrote:
On January 02 2012 07:59 ThePianoDentist wrote:
just my lowly opinion but once you let the zerg get broodlord infestor up before you've prepared for it it's already gg. you need to be aware of his timing for getting broodlords out, when you scout greater spire you either need to attack him before broodlords...or have fleet beacon building


Well sure, you have to anticipate the eventual switch to hive tech units. Most Zergs don't go Ultras because they're generally bad, so you have to expect Brood Lords 99% of the time. Generally, some time around when I am starting to get maxed, and take a 4th and a 5th, I'll throw down 3 stargates and a dark shrine if I haven't already. Make sure to scout well with an obs or warp prism, and once you see the brood tech switch, immediately start pumping void rays, and don't forget shield ups and attack ups for air. I'll often triple forge in some situations just to get upgrades that much quicker, because they really are that important.

I wouldn't try and attack them before broodlords, because generally that won't work. They should have a huge roach infestor army, or have been harassing the crap out of you with muta ling. Attacking, killing some spines, maybe a base or two while he runs mutas and lings and decimates all your infrastructure will leave you with a half-assed army as his broods are morphing, then he can sacrifice his harass units, pump broodlords and you lose.

No, I would wait and try to win the 200/200 army battle. Also, don't forget mothership, it is incredibly useful and should allow you to win that battle. If you attack fast enough, he shouldn't have enough time to remax.


Voidrays are still great against ultras so if he goes hive they are a win/win situation I don't think any zerg gets hive for upgrades only, or at least I haven't seen it. And as for engaging, It's great to hit a timing before the broodlords are out regardless of what strategy he's doing. If you can engage a infestor roach army with sentry stalker colossus you sohuld be able to kill off a lot of it with few losses. If your engagement is good at least, with proper forcefields, blink and prevention of fungals. Sometimes you can even kill the zerg at this point. And as for muta/ling you should have attacked before this happens. If you have 6+ cannons and a HT or two per base I see no reason at all to not move out and get aggressive.


I suppose so. Different styles as well. I'm probably the most conservative macro Protoss you'll ever see... I don't like engaging until I know I can win the game, if possible.
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