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The Protoss Help Me Thread - Page 159

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.
Yodums
Profile Joined June 2011
Canada25 Posts
January 10 2012 23:21 GMT
#3161
IMO, FFEing on the proper maps is the most versatile build against Zerg. There are so many good timings you can hit with this build (e.g. 1 or 2 Stargate, Blink & +2 Attack, Robo + 3rd, etc.). And like someone already said, you should be able to defend against early pools with the 9 pylon and 12 forge. If it's a late pool, nexus first, and if it's early pool, put a canon accordingly.
FederigoEU
Profile Joined September 2010
Germany50 Posts
January 10 2012 23:22 GMT
#3162
On January 10 2012 06:43 mizU wrote:
Why I like 1gate stargate on metalopolis: (and why you should too)
+ Show Spoiler +
~ Shuts down roach all-ins
~ Allows you to get a decently quick expo while maintaining map control
~ denies their third (because they're so far from the natural, queens take too long
~ gets you a nice amount of sentries and a nice +1
~ allows you to scout, kill stray ovies, deny creep
~ gets a quick observer too, so you can see when they push
~ high sentry count means you can defend any kind of roach/hydra push with minimal losses until colossi
~ don't really have to worry about BLs! :D

General flow:
Gateway, core, zealot, stalker. <- looks like a four-gate a lot of players I go up against prepare for a four-gate (puts them behind)
If they make 2 lings I like to push out with my zealot and stalker, with a probe on HOLD to keep them from scouting. If they make 4, I'll keep my zealot on hold, and push my stalker out to the Xel'naga or up to their natural to check spines/unit count. 6+, just stay home.)
Should have your second gas as you put down your core, then start your stargate, preferably furthest away from zerg spawn.
Second gateway, chrono WG twice, then as stargate finishes, chrono out 2 VRs. (I like 2 VRs jsut because you can deny their third a lot easier, but you can opt for a phoenix for better scouting)
As you're ovie hunting and checking possible thirds, throw down a nexus and forge semi-wall at your natural. Warp in 2 sentries. Then you'll want another 2 after that then zealots or stalkers depending on if they go ling heavy or roach heavy.
*Note, keep your VRs ALIVE. You're not trying to win here. Pick of what you can. You should be able to deny the third until they get hydras if you scout vigilantly enough. Just keep going back from their regular third and the gold, or keep a probe on the tower.
Get +1, get a robo, and you should be at a point where zerg is two basing and going to all-in with roach hydra in which case you can FF him forever and win with an immortal, stalkers and sentries
OR
he's going for a late third after he kills your VRs or secures it, and you can take a third yourself.
OR he's getting mutas. You should be able to scout this with your obs in time, or take enough hints from your initial VR poke.
I get a twilight down after my robo anyway, so blink should be easy, and you also have a forge for 2-3 cannons in your mineral lines. ^^ You'll lose your VRs most likely, but he won't be able to secure a third.

Keep up your upgrades, generally push with 2 colossi and +2.



dude that sounds so good to me , question do you tend do get your own 3rd or do you stay on 2 base ? And what is ur answer to an roach heavy + infestor style , i am asking because i tend to have alot of problems against it :/
Be aware of the shark
mizU
Profile Blog Joined April 2010
United States12125 Posts
January 11 2012 00:13 GMT
#3163
On January 11 2012 08:22 FederigoEU wrote:
Show nested quote +
On January 10 2012 06:43 mizU wrote:
Why I like 1gate stargate on metalopolis: (and why you should too)
+ Show Spoiler +
~ Shuts down roach all-ins
~ Allows you to get a decently quick expo while maintaining map control
~ denies their third (because they're so far from the natural, queens take too long
~ gets you a nice amount of sentries and a nice +1
~ allows you to scout, kill stray ovies, deny creep
~ gets a quick observer too, so you can see when they push
~ high sentry count means you can defend any kind of roach/hydra push with minimal losses until colossi
~ don't really have to worry about BLs! :D

General flow:
Gateway, core, zealot, stalker. <- looks like a four-gate a lot of players I go up against prepare for a four-gate (puts them behind)
If they make 2 lings I like to push out with my zealot and stalker, with a probe on HOLD to keep them from scouting. If they make 4, I'll keep my zealot on hold, and push my stalker out to the Xel'naga or up to their natural to check spines/unit count. 6+, just stay home.)
Should have your second gas as you put down your core, then start your stargate, preferably furthest away from zerg spawn.
Second gateway, chrono WG twice, then as stargate finishes, chrono out 2 VRs. (I like 2 VRs jsut because you can deny their third a lot easier, but you can opt for a phoenix for better scouting)
As you're ovie hunting and checking possible thirds, throw down a nexus and forge semi-wall at your natural. Warp in 2 sentries. Then you'll want another 2 after that then zealots or stalkers depending on if they go ling heavy or roach heavy.
*Note, keep your VRs ALIVE. You're not trying to win here. Pick of what you can. You should be able to deny the third until they get hydras if you scout vigilantly enough. Just keep going back from their regular third and the gold, or keep a probe on the tower.
Get +1, get a robo, and you should be at a point where zerg is two basing and going to all-in with roach hydra in which case you can FF him forever and win with an immortal, stalkers and sentries
OR
he's going for a late third after he kills your VRs or secures it, and you can take a third yourself.
OR he's getting mutas. You should be able to scout this with your obs in time, or take enough hints from your initial VR poke.
I get a twilight down after my robo anyway, so blink should be easy, and you also have a forge for 2-3 cannons in your mineral lines. ^^ You'll lose your VRs most likely, but he won't be able to secure a third.

Keep up your upgrades, generally push with 2 colossi and +2.



dude that sounds so good to me , question do you tend do get your own 3rd or do you stay on 2 base ? And what is ur answer to an roach heavy + infestor style , i am asking because i tend to have alot of problems against it :/


It depends. If they stay on two-base I'll be more defensive and stay more on two base, until I feel secure enough to get a third.

I usually time my third when they are about to get theirs.

Roach infestor, I'll usually get double robo for double immortals then try to hit before their infestors pop. After that colossi supported with immortals and a bunch of sentries rolls roach infestor as long as you spread pretty well.
if happy ever afters did exist <3 @watamizu_
WombaT
Profile Blog Joined May 2010
Northern Ireland26265 Posts
January 11 2012 01:49 GMT
#3164
Currently PvT is a lot more bearable for me, just want to iron a few kinks out with my build. The general concept is opening with MC's favoured 1 gate 1 gas expand, then I tend to adopt a similar progression to CreatorPrime's Dual Forge build.

I'm just wondering whether I should play more greedily, and get a really strong economic advantage, while being strong defensively, or if I should hit Terrans at a timing (i.e 2/2 with a few collosus, or when 3/3 hits)? I had been trying the former, getting quicker templar and blink before charge while taking a quick third and turtling. The theory is that the blink stalker + templar combo means I can't be dropped very easily in the midgame and gives me more safety to expand outwards. Of late though I've felt just letting the Terran sit back and equalise the upgrades is negating the main strengths of dual forge play.

Any thoughts appreciated! The templar first/quick third vs collosus first timing attacks issue seems to split people.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
Last Edited: 2012-01-11 04:31:54
January 11 2012 04:28 GMT
#3165
Hi, I'm a Zerg player trying to learn toss on a new account. Could anyone recommend basic (bronze friendly) builds for noobs for each MU? 1 build each is enough I guess, since I still need to get used to the new mechanics and I don't want to worry too much about strategy yet just focus on macro.

Edit: I tried checking the recommended threads list but I don't know if those are updated.
Latchy
Profile Joined January 2011
Australia121 Posts
January 11 2012 05:28 GMT
#3166
On January 11 2012 13:28 jackdaleaper wrote:
Hi, I'm a Zerg player trying to learn toss on a new account. Could anyone recommend basic (bronze friendly) builds for noobs for each MU? 1 build each is enough I guess, since I still need to get used to the new mechanics and I don't want to worry too much about strategy yet just focus on macro.

Edit: I tried checking the recommended threads list but I don't know if those are updated.


Hey buddy, great to see you want to learn Protoss.

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

Above is a link that details all the safest builds a Protoss can do in all match ups. However, for PvP I feel that you simply need to learn the 3gate Robo for as detailed, Geiko's build is a little too defensive. Hope this helps
"Screw with Nestea and you catch a Nes.T.D" - Tasteless
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
January 11 2012 06:14 GMT
#3167
On January 11 2012 14:28 Latchy wrote:
Show nested quote +
On January 11 2012 13:28 jackdaleaper wrote:
Hi, I'm a Zerg player trying to learn toss on a new account. Could anyone recommend basic (bronze friendly) builds for noobs for each MU? 1 build each is enough I guess, since I still need to get used to the new mechanics and I don't want to worry too much about strategy yet just focus on macro.

Edit: I tried checking the recommended threads list but I don't know if those are updated.


Hey buddy, great to see you want to learn Protoss.

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

Above is a link that details all the safest builds a Protoss can do in all match ups. However, for PvP I feel that you simply need to learn the 3gate Robo for as detailed, Geiko's build is a little too defensive. Hope this helps


Thanks! The link was a big help.
Techno
Profile Joined June 2010
1900 Posts
January 11 2012 06:17 GMT
#3168
On January 10 2012 09:31 aZealot wrote:
Show nested quote +
On January 10 2012 04:26 NrGmonk wrote:
On January 10 2012 04:23 aZealot wrote:
On January 09 2012 20:59 NrGmonk wrote:
On January 09 2012 20:55 habermas wrote:
PvT. I'm looking for some hints on how to deal with Terran gasless expand. My preferred build in PvT is a 2 or 3 gate robo (gate, robo, gate, [gate]). As long as Terran takes gas I feel pretty confident and can react to most things that may come. However if I scout no gas I'm not so sure what to do. I don't really want to rely on 1 base all-in (immortals or 4 gate warp prism), but if I just play standard and drop my expo around 6 minutes mark, I feel like I'm getting behind.

Given I'd like to stick to fast robo opening what is the best thing to do if I scout no gas?
- abandon build and drop nexus asap (cut probes? follow-up?)
- cut units and fast tech to colossus?
- double forge?
- double expand?

I'd appreciate master/gm players input. Thanks in advance.

Going 2-3 gate robo already puts you slightly behind versus 1 rax gas expand. Even going a standard 1 gate expand puts you behind gasless expand. Going 2-3 gate robo puts you very behind versus gasless expand. Thus, I highly recommend you do a different build versus gasless expand. The standard responses versus a gasless expand are either a gateway no core expand or a greedy variation of a gateway/core expand.


Is it possible to 3 Gate/Robo bust or 4 Gate bust this (on the fly) if you think you have scouted it right?

I tried a 3 Gate recently against this on Shakuras but was late and sloppy on my execution and was easily repulsed by 3 bunkers on the natural ramp (bunkers on Shakuras in that position make Terran very safe, IMO). I was wondering however, if it was still a viable strat if I did it better. Or is it simply better to take the Terran's cue and go into Macro mode yourself?

Thanks.

That will only work if your opponent makes a big mistake.


Thanks, yeah, it seemed like it would not really work. It was the first time I had tried it too (I usually like macro games).

Is there nothing that a Protoss can do then to punish a Terran going for a one rax gasless expand?

I would have to rifle through thousands of files to find a replay, but 4 gate warp prism seems like the strongest way to kill a gasless FE. Specially if you deny scouting (look adamantly for that initial scouting scv!)
Hell, its awesome to LOSE to nukes!
COLDbear
Profile Joined December 2011
United States39 Posts
January 11 2012 07:27 GMT
#3169
Try not getting only 50 gas, upgrade warp. Put probes back on min. Then plant a 8-10 gate zealot heavy assault.
Fav sites: StarcraftDiary.com, GosuGamers.net, Drop.SC
FederigoEU
Profile Joined September 2010
Germany50 Posts
January 11 2012 09:52 GMT
#3170
On January 11 2012 09:13 mizU wrote:

It depends. If they stay on two-base I'll be more defensive and stay more on two base, until I feel secure enough to get a third.

I usually time my third when they are about to get theirs.

Roach infestor, I'll usually get double robo for double immortals then try to hit before their infestors pop. After that colossi supported with immortals and a bunch of sentries rolls roach infestor as long as you spread pretty well.



thanks alot i will try that out
Be aware of the shark
heha
Profile Blog Joined November 2010
Australia425 Posts
January 11 2012 22:58 GMT
#3171
Hey heyo, mid/high masters Random here, looking for some high masters input. I was wondering what people are doing in PvT vs a 2 rax opening these days (reactor+techlab, 2nd rax before supply depot). Is 3 gate pressure/expand the best response? Sorry, can't upload relevant replay at this point in time >.< Any help appreciated
Random for life! phoneheha
Whatson
Profile Blog Joined January 2012
United States5357 Posts
January 11 2012 23:01 GMT
#3172
How do i play a map like Xel-Naga Caverns against a one-basing MMM Terran? Should I go 3gate Robo or some other one-base build, or expand and try to hold off the attack?
¯\_(シ)_/¯
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 11 2012 23:02 GMT
#3173
heha: when many kr pros scout 12/16, they dt rush as of late. makes sense, as you don't expose yourself with the early nexus--the only thing 12/16 is good against--their 2nd orbital is much later than a tech lab-reactor 2 rax so they will most likely not have their 2nd orbital done by the time you get their with your dts.

if you scout 12/16, it could also mean one of those 1 base tank pushes, something dt rush is also strong against!

i've done it twice, and i'm 2-0 in those games :D

before that i was just doing 30 food fe. shells are pretty late with this build so you can micro against the 5 marines and the marauder, as long as you are kiting on the far side of the marauder

like this:

stalker 5 marines marauder

marauder 5 marines stalker

makes sense, I know O_O

get rich or die mining
TL+ Member
heha
Profile Blog Joined November 2010
Australia425 Posts
January 11 2012 23:33 GMT
#3174
HAHAHA, thanks for the advice Alej, LOVE the diagram xD Though two things:
1. Not sure of the timings, do you scout 12/16 and then have the change to get your second gas as if normal? Or will you be slightly delayed?
2. On a game I played on Xel'Naga the other day, I thought I scouted 2 rax, but then when I did a secondary poke there was a bunker at the front with only marines. Thinking he'd changed to some sort of tech play, I threw down 2 more gates (from a 1 gate expo) and a robo. Turns out he'd just gone normal 12/16 into expo + no aggression, and I threw away a ton of units trying to assault his front >.> Ignoring my reckless attacking, do you think the 3 gate + robo was proper response to seeing bunker at front?

Thanks again for the help
Random for life! phoneheha
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 11 2012 23:37 GMT
#3175
yes i do think that's the proper reaction after opening 3 gate. similarly, the only time i advise 1 base colossus is after having opened 1 gate robo and then see the bunker and then see a 1/1/1 variant. i don't usually play that safely, but on certain maps you just gotta do it. it sucks, i know tt.

the proper reaction to having xel'naga in the map pool is to veto it, imo :D
get rich or die mining
TL+ Member
heha
Profile Blog Joined November 2010
Australia425 Posts
January 11 2012 23:44 GMT
#3176
O.o But I opened 1 gate? D: Hm, is 1 base rush to colossi really the best response to 1-1-1, after 1 gate robo? I always thought you needed the expo >.<

and haha, no vetos for me, random + no vetoes + tell race = TAKE ALL THE HANDICAPS
Random for life! phoneheha
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 11 2012 23:47 GMT
#3177
oh my bad misread. 3 gates and a robo, yes. but get up to at least 4 gates asaply. it's easy to get stuck on 3 gates when the push is coming, and i've seen herO lose many a game to 1;1;1 having too much money banked because he didn't add more gates because he was spending efficiently up until his nat really kicked in.
get rich or die mining
TL+ Member
heha
Profile Blog Joined November 2010
Australia425 Posts
January 11 2012 23:56 GMT
#3178
Hrm alrighty then. Thanks Alej!
Random for life! phoneheha
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 12 2012 00:01 GMT
#3179
i never did 1 base colo vs 1;1;1 but artosis kept saying it's good and i finally tried it and it's actually not too horrible. i never would have thought it would work, but range colo on one base--as stupid as that sounds-- is actually amazing against marine/tank/banshee as you can actually get off snipes without engaging with everything you have, which is what the entire terran race and specifically this all-in is designed to exploit
get rich or die mining
TL+ Member
heha
Profile Blog Joined November 2010
Australia425 Posts
January 12 2012 00:13 GMT
#3180
Mm, makes sense with the main issue of the 1-1-1/2-1-1 seeming to be the endless waves of marines with tanks + banshees mainly supporting. Might give it a try next time I see it, though oddly enough haven't actually played against that many 1-1-1's lately. Then again I think my penchant for 1 gate expo'ing seems to be bringing all the 2-raxes to the yard >.>
Random for life! phoneheha
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