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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. |
On January 05 2012 09:17 Geiko wrote:Show nested quote +On January 05 2012 09:06 ant885 wrote: This may be an unimportant question but I want to ask anyway :D
I often see pro's on their stream make sure their main base has 16 probes mining minerals (3-6 in gas depending on build, usually 6), then they will change their rally to their natural. I'm wondering if 17 probes mining in main is possibly better, so when you pull a probe off line to build something, you'll still have the 2 probes/patch mining.
It seems like the 'best' (or most common) approach is 16 mining @ main, then 16 @ natural, then get to 20 mining each base. With the ideal probe count being 78 (20 for mining on 3base and 18 for 6 geysers total). Any thoughts on this?
It may be minutia, but I was a bit curious if there is an accepted ideal or something. Thx No one cares about one extra probe or not on minerals at this point in the game. Besides, your natural probably hasn't got 16 mineral probes yet, so having 15 probes in main and 10 in natural is better then 16 in main and 9 in natural.
Nu-uh. This is the only flaw in my game from stopping me reaching grandmaster
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On January 05 2012 08:57 Zswizzy wrote: I need a build order (With what units to build when too) I just started playung this game and are ok but i am losing alot. I need 3 protoss build''s to counter each race that will keep me well defended incase of a rush/harrass, and then a strong mid game to finish them off. I have been rushed and harrased almost every game. (Im ranked 70 silvr btw.)
if you are very new it may be helpful to play a build that works in every matchup and get used to mastering a build.
such as this one
http://wiki.teamliquid.net/starcraft2/3_Gate_Robo
at higher levels it's not a very economic opening, but it is very safe so if you can play it and not miss pylons and keep spending your money you should be able to win silver league games with it. it also allows you to hit some nice 2 base timing pushes such as when you have say 2 or 4 collosi out
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What are the gas timings for protoss in general?
Also after i do a ffe into stargate opening what are my options after that?
I remember there being a guide for FFEing vs zerg, but i can't find it! Does somebody have the link? It was mostly about variations of expanding depending on the pool timing.
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On January 05 2012 20:50 Guamshin wrote: What are the gas timings for protoss in general?
Also after i do a ffe into stargate opening what are my options after that?
I remember there being a guide for FFEing vs zerg, but i can't find it! Does somebody have the link? It was mostly about variations of expanding depending on the pool timing.
1-3 gate sentry expand: Take 1st gas after gateway, 2nd after cyber core. After you get 12+ probes on you natural, throw down assimilators there
FFE: take both your gaysers after you put down your gateway and second pylon, take your 3rd and 4th gas after you have saturated main and 10+ probes at your natural.
If you FFE into stargate it's about the same.
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Would love to see him try to punish this gasless expo.
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On January 05 2012 20:09 ThePianoDentist wrote:Show nested quote +On January 05 2012 08:57 Zswizzy wrote: I need a build order (With what units to build when too) I just started playung this game and are ok but i am losing alot. I need 3 protoss build''s to counter each race that will keep me well defended incase of a rush/harrass, and then a strong mid game to finish them off. I have been rushed and harrased almost every game. (Im ranked 70 silvr btw.) if you are very new it may be helpful to play a build that works in every matchup and get used to mastering a build. such as this one http://wiki.teamliquid.net/starcraft2/3_Gate_Roboat higher levels it's not a very economic opening, but it is very safe so if you can play it and not miss pylons and keep spending your money you should be able to win silver league games with it. it also allows you to hit some nice 2 base timing pushes such as when you have say 2 or 4 collosi out Ok everytime i try to do this i get pooned by fast banshee's/speedlings/roach's/marines ect ect.
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Hm ok so i had this PvZ against a zerg who i lost to, i looked at the replay and couldn't really find a reason why i lost, i think i played pretty well.
http://sc2rep.com/replays/(Z)AMavh_vs_(P)Huriya/17109
Can somebody tell me what i did wrong? I myself think i might had too little gateways.
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Canada13379 Posts
On January 06 2012 02:04 Zswizzy wrote:Show nested quote +On January 05 2012 20:09 ThePianoDentist wrote:On January 05 2012 08:57 Zswizzy wrote: I need a build order (With what units to build when too) I just started playung this game and are ok but i am losing alot. I need 3 protoss build''s to counter each race that will keep me well defended incase of a rush/harrass, and then a strong mid game to finish them off. I have been rushed and harrased almost every game. (Im ranked 70 silvr btw.) if you are very new it may be helpful to play a build that works in every matchup and get used to mastering a build. such as this one http://wiki.teamliquid.net/starcraft2/3_Gate_Roboat higher levels it's not a very economic opening, but it is very safe so if you can play it and not miss pylons and keep spending your money you should be able to win silver league games with it. it also allows you to hit some nice 2 base timing pushes such as when you have say 2 or 4 collosi out Ok everytime i try to do this i get pooned by fast banshee's/speedlings/roach's/marines ect ect.
At silver level, if you execute the build well and forcefield your ramp well no fast banshees or speedlings will kill you. Maybe ultra quick roaches if they do a 7 Roach rush might give you problems but it really shouldn't. The robo gives you an obs so banshees that are cloaked should be easy to deal with.
just try to make sure you have 2 stalkers attack a banshee at a time. If you send one at a time they will lose because one banshee kills one stalker faster than one stalker kills one banshee.
Please post replays of you losing with 3 gate robo and we can help you more. 
For the seven roach rush all you need to do is scout with your first probe and if you see roaches or a roach warren really fast then make the sentry before the stalker.
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On January 05 2012 20:50 Guamshin wrote: What are the gas timings for protoss in general?
Also after i do a ffe into stargate opening what are my options after that?
I remember there being a guide for FFEing vs zerg, but i can't find it! Does somebody have the link? It was mostly about variations of expanding depending on the pool timing. usually when i see kr protosses open stargate they make 6-7 gateways very quickly to not lose to a bust/get macro going. doesn't really matter what you transition to, but make sure you follow up with A LOT of gateways as your void ray is making
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On January 05 2012 18:12 Alejandrisha wrote:Show nested quote +On January 05 2012 18:01 Tekakan wrote: My practice partner asekd me to help him practice against +1 7 gate without any tech. What's the optimal way execute that build? I tried going WG-tech and +1 attack after double gas then getting 2 Sentries whilst going up to 40 Probes then cutting them for good and add on all 6 Gates at the same time. I would hit at arround 8:30-9:00 I think. Is that a good timing? +1 7 gate without any tech sounds like he wants it off of an ffe. +1 7 gate off of an ffe without blink seems kind of strange.. most +1 7 gates will have blink and an obs. a 6 gate on the other hand won't have either and should hit a bit faster. off of a gateway expand, a 5 gate with no tech would make more sense. all these timings will have 6-8 sentries
Sorry for not beeing specific. I ment FFE -> 7 Gate without tech. I thought he ment the blink+obs one but apparently that wasn't the case. I've never seen it either but he has lost to it several times against diffrent people on ladder. I guess some eu masters just do random two base all inns frequently...
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This is gonna sound stupid but does anyone know any tricks for preventing ling run-by's? I usually leave a small hole in my wall and use a probe or a zealot on hold position. But probably half the time lings get through anyway. It seems like it is really hard to position the unit at the exact spot where it would actually stop the lings, and if it is just a hair off they will run through. Also if I'm not mistaken, lings are smaller than probes so if a probe can't squeeze through that doesnt necessarily mean ling won't.
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I seem to be struggling a little bit in upper level platinum, low diamond with mass mutas. It seems that the critical mass for mutas is relatively low, and the zerg can just spend all day harrassing your base while they build up. Blink stalkers just don't seem to cut it when your weaving in and out of your own structures waiting for blink to cool down. Any thoughts?
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Canada13379 Posts
I've been having trouble in PvP vs. Pheonix builds. On maps with set spawns I will generally 11gate and I've been getting better at transitioning into blink obs play.
On some maps I will open 3 stalker into blink obs as I already start with a solid stalker number and can deny early warpgate builds as well. Against pheonix plays I'm not sure exactly what to do. Once I get my blink up and a decent number of stalkers, I will expand and go for chargelots and some archons and try to attack off of 2 base. Hoping that my large number of zealots will overwhelm him since pheonix aren't good at dealing with a lot of zealots. Is this an ok response or is there a more specific focus I should be taking when I see pheonix play and I open blink/obs?
Thanks guys :D
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Can anyone give a pointer about transition after holding off cheeses?
Such as: - 6 pool vs FFE (I put up a pylon and cannon in main, but lose one pylon and the forge.) - cannon rush PvP (what to do when they put 1-2 cannon up ramp?)
I know that this question may be dumb, since after cheese I'm supposed to be ahead. But I want to ask for the most efficient transition, since sometimes I probe too hard and lose to subsequent all-in, and other times I commit to a counter attack too much that I lose my advantage...
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On January 06 2012 14:30 Quochobao wrote: Can anyone give a pointer about transition after holding off cheeses?
Such as: - 6 pool vs FFE (I put up a pylon and cannon in main, but lose one pylon and the forge.) - cannon rush PvP (what to do when they put 1-2 cannon up ramp?)
I know that this question may be dumb, since after cheese I'm supposed to be ahead. But I want to ask for the most efficient transition, since sometimes I probe too hard and lose to subsequent all-in, and other times I commit to a counter attack too much that I lose my advantage...
I know it's a very general thing to say but unless you think you are far enough ahead to attack very soon to win outright, just follow whatever build you were going for originally as well as you can, taking the small to moderate victory of holding the cheese.
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I've been wondering how do Protoss usually approach PvT these days?
Opening Colo first seems really really weak as Colo timing attacks seem to be easily deflected and it's vulnerable to drops. I've been going blink double forge but I'm not sure if my transition out of it is too slow. What's the standard transition out of it?
Also, what's the midgame composition supposed to look like? Is Colo a must in the midgame, or can I get away with pure gateway units?
Currently playing high masters/GM players, would like someone with similar skill or higher to comment please. Thank you.
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United States7483 Posts
On January 06 2012 15:16 K3Nyy wrote: I've been wondering how do Protoss usually approach PvT these days?
Opening Colo first seems really really weak as Colo timing attacks seem to be easily deflected and it's vulnerable to drops. I've been going blink double forge but I'm not sure if my transition out of it is too slow. What's the standard transition out of it?
Also, what's the midgame composition supposed to look like? Is Colo a must in the midgame, or can I get away with pure gateway units?
Currently playing high masters/GM players, would like someone with similar skill or higher to comment please. Thank you.
I'm extremely fond of the creator prime build, as it leads itself to almost any kind of tech path that you want once you take your third base. It's basically a one gate expand, followed by 2 more gateways and a robo for observer. Add 2 forges while your observer is on its way to the enemy base, when it gets there, decide if you want to keep or cancel the forges, and get double upgrades rolling. Now you can choose whether you want to go heavy gateway play (I like to go up to 7-8 gateways), or add on colossi. This style works really well with almost anything, I personally favor chargelot-archon for a midgame, and follow it up with storm if there aren't any ghosts present, or colossi if there are. The double forges make your gateway units useful. It also doesn't feel nearly as fragile as going for a quicker colossus build, since you aren't relying on a single unit.
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Hi i just have a question concerning the standard robo blink in pvp.
Its pretty essential because i want to know in which order i built my buildings. I tried 1 gate -> 3 gates -> twilligh t -> robo -> 4th gate and it worked pretty well.
(I started blink as soon as possible) I also want to know which units i build, i built like 2 stalkers, a zealot and a sentry before warpgate. After that i build as many stalkers as possible. So what can i do to improve my build order ?
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