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Italy12246 Posts
On January 24 2012 03:42 Thraxes wrote: PvT -- Hey, Im having a hard time countering a terran build. Basically what terran builds is 3-4 siege tanks, 1-2 banshees, couple of marines and 1 raven. And by the time he have that I have expanded, have 2-4 stalkers, a couple of sentries, 1 immortal and a colossus. But everytime I face that build, I cant seem to hold it off. I though of maybe drop the colossus and build immortals instead, since its stronger angainst heavy damage. The attack occurs at probably 7-8 minute mark.
Should I maybe drop the expansion and colossus, build more gateways and immortals?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379
Generally, get confortable with 1gate expand, and when you scout him 1basing with your first obs, cut probes at 38ish, go up to 4-5 ish gates and make lots of immortals and zealots; reinforce with stalkers to clean up the banshees.
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Was just watching some replays of Naniwa, in particular, his games from IEM kiev, and I noticed something about the way he plays.
Im looking at two games right now, a game vs White-ra on Shattered Temple, and a game vs Titan on Shakuras Plateau.
Both games, he chooses to open with a 3 stalker rush -> blink build, and delays his robo initially, my question is about his scouting. In the game vs White-ra, he manages to use his aggressive opener to determine that his opponent is going for a Robo build, and so he delays his own Robo considerably.
In the game vs Titan, he is not able to entirely discern the opponents opening, and moves all his units to his mineral line, and rally points his observer there (note: he starts his robo at 6:50 in the game vs Titan)
He did sacrifice one stalker, and only managed to see 200 gas worth of units (2 stalkers, 1 sentry, 2 zealots). What exactly would tip you guys off about a DT build, and when do you think you should put down the Robo doing such a 2gate build if you think your opponent is not going for DTs?
Is there some kind of gas threshold for which you would rule out a DT build?
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Hi, I have a question about getting your third base in PvZ. (I´m high platinum EU)
I really prefer the macro style of toss, and I feel a lot more comfortable in late game than early/mid game. I don´t mind light harrasment and attacking, I find it quite fun and I love to get dts whenever I can afford them safely.
I have been trying out the FFE into 4 gate +1 Zealot+ Void ray timing, with great success, I always do quite a lot of damage without losing the void rays and sometimes I even kill his third base.
However sometimes I just fail completely in establishing my third base, sometimes I simply lose almost won games against a zerg attack. I feel kinda lost on how to tranistion out of the attack, I ask myself questions such as: should I build stalkers? get blink? collosi? more void rays? how many gateways and when do I place the expansion? So what happens is I do a bit of both.
I´d just like some simple guidelines on how to establish the third, things like timing, units to build and gateway count aswell as further tech.
Thanks.
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Hey guys,
What is the correct way to play phoenix 4 gate? Although it is the most powerfull phoenix build according to Artosis, i just cant get it to work properly. Recently i have had a lot of fun playing phoenix in PvP, but it would be nice to crack also this allin version of the style.
I open with the 2 gate into tech(stargate in my case) build by Alej, but i have a hard time figuring out what should be my timings on additional gates/the attack itself and correct number of phoenixes. It feels like if i attack too soon, he just warps in few more sentries, and when he has more of them then i have phoenixes, i cant bust the ramp. And delaying this doesnt sound like a good idea either.
Thanks 
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Hi guys I'm a high gold/low plat NA player looking for some PvZ help. I find that when I can't forge FE vs Z and have to 3/2 gate expand (such as on metal) I just die. I'm totally lost in the match up right now so any help is appreciated.
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On January 24 2012 03:42 Thraxes wrote: PvT -- Hey, Im having a hard time countering a terran build. Basically what terran builds is 3-4 siege tanks, 1-2 banshees, couple of marines and 1 raven. And by the time he have that I have expanded, have 2-4 stalkers, a couple of sentries, 1 immortal and a colossus. But everytime I face that build, I cant seem to hold it off. I though of maybe drop the colossus and build immortals instead, since its stronger angainst heavy damage. The attack occurs at probably 7-8 minute mark.
Should I maybe drop the expansion and colossus, build more gateways and immortals?
It's a 1-1-1 then?
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On January 24 2012 08:50 omedius wrote: Hi guys I'm a high gold/low plat NA player looking for some PvZ help. I find that when I can't forge FE vs Z and have to 3/2 gate expand (such as on metal) I just die. I'm totally lost in the match up right now so any help is appreciated.
1 gate stargate.
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So I have no idea what my issue is. I can't win vs Zerg. I go mass stalkers/zealots/sentrys. They always demolish me. What are some common tips for PvZ? What is a good BO to use vs z?
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On January 24 2012 14:36 Blakkout69 wrote: So I have no idea what my issue is. I can't win vs Zerg. I go mass stalkers/zealots/sentrys. They always demolish me. What are some common tips for PvZ? What is a good BO to use vs z?
uhh... You need colossi or templar or some kind of tech... You can't go mass gateway unless it's a 6/7 gate all-in...
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On January 24 2012 07:17 Eladen wrote:Hey guys, What is the correct way to play phoenix 4 gate? Although it is the most powerfull phoenix build according to Artosis, i just cant get it to work properly. Recently i have had a lot of fun playing phoenix in PvP, but it would be nice to crack also this allin version of the style. I open with the 2 gate into tech(stargate in my case) build by Alej, but i have a hard time figuring out what should be my timings on additional gates/the attack itself and correct number of phoenixes. It feels like if i attack too soon, he just warps in few more sentries, and when he has more of them then i have phoenixes, i cant bust the ramp. And delaying this doesnt sound like a good idea either. Thanks  You go for 4-gate with stargate, get just few phoenix to lift up sentires at top of enemy ramp so they cant forcefield and to get vision and then just march up in his main while having low ground pylon right next to their base so you can warp in straight into base
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I tried a version of the 11 gate build into 3 gate pressure, he was going 4 gate so I did little to none damage. However I got my second gas earlier and probe production. I scouted with my probe and saw that he was going 4 gate and twilight council, so I expected some sort of blink stalker all-in follow up. Myself I went back to my base chronoed out immortals and got blink stalkers, but I didn't expect him to just take a expo instead. I think if I had gotten a observer first I could had won that game, but how was I suppose to know? If I didn't gone for those immortals maybe he had won anyways with blink stalker all-in. I'm curious what I could had done differently this game after my 3g pressure failed.
TL;DR: 3g pressure -> 4g immortal+blinkstalkers vs 4g -> blink stalkers + expo
http://drop.sc/97145# Edit: I could maybe had won the final fight if my warp prism didn't die and I was floating really much minerals, but I'm mostly interested in what my proper transition would be instead of my micro and macro that falled apart.
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Vatican City State334 Posts
On January 24 2012 08:50 omedius wrote: Hi guys I'm a high gold/low plat NA player looking for some PvZ help. I find that when I can't forge FE vs Z and have to 3/2 gate expand (such as on metal) I just die. I'm totally lost in the match up right now so any help is appreciated.
I'd say 1 gate + stargate is the safest. With any ground based strategy you risk being in the dark and falling behind or dying to a variety of things and generally feeling a bit nervous, can't really happen with 1 gate + stargate. I like just making a single voidray and getting a few small victories like overlord and drone kills, never letting queens damage more than the shields. The best part is you can also delay the Zerg's third if you want to, negating his drone advantage once he reaches saturation.
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Wouldn't getting Hallu scout (which, afaik, is compulsory with gate expands vs Z) give you enough information? Although you'd still need a scouting probe on the map as you wouldn't get Hallu until about ~7.30.
(I should try 1 Gate + SG though. I've been using 2 gate expo and aiming for a +1 by ~9.00 if they take a 3rd.)
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On January 25 2012 04:24 aZealot wrote: Wouldn't getting Hallu scout (which, afaik, is compulsory with gate expands vs Z) give you enough information? Although you'd still need a scouting probe on the map as you wouldn't get Hallu until about ~7.30.
(I should try 1 Gate + SG though. I've been using 2 gate expo and aiming for a +1 by ~9.00 if they take a 3rd.)
There's a gap between if they get speed and when you actually get hallucination done. Roach all-ins hit at this time. A void ray will save you. ^^
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Hey guys, long time lurker ready to post his first question. But before that thank you all so much, this thread and the advice from all of you guys have helped to improve my Protoss play by leaps and bounds. I'm a high diamond/low masters player who hasn't played since season three. I recently joined one of the companies in AHGL and I'm getting caught up to speed so that I can represent .
So my question is on probe cutting. I got to masters by macroing and I've always listened to the advice of "always make probes/pylons" but now at this level I need to learn to cut probes when appropriate. Can one of your pro blue posters help me understand when I need to cut probes and when to keep making making them?
It's a scenario based question. The only hard probe cuts I currently use are at 20 if I'm using Huk's 20 food FE or 36 if i scout a 111 all in after 1gateFE and 18 to get Nexus/Gateway/Cannon down on FFE. I scout well and react appropriately so what I'm hoping to understand is when I should cut probes to get to the build that I want. For example, if I scout at zerg going 2base muta against my FFE, I'm going 6/7 gate blink to hit before mutas are out. The problem comes when I'll sacrifice stalkers/TC/Blink research, to make sure that I'm producing probes all the time. Obviously 100 min (2 probes at once from 2 Nexus) isn't too much of a delay but it adds up if I'm doing it throughout the whole build. This delays my blink timing and then mutas are out before my attack hit.
What I'm hoping for is something like: if you want 6/7 gate blink to hit before standard 2 base muta timing, cut probes at 40 (random guess) to make sure you get blink out in time. Or if you want to defend a 111 cut probes at 36 to make sure you can pour all your min into units/gateways.
Maybe I'm going about this the wrong way? Maybe I need advice on when I should prioritize probes vs army vs tech? Maybe if I see 2base muta I should just immediately prioritize getting my blink out out instead of probes/army? Whatever advice is appreciated.
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On January 24 2012 11:43 mizU wrote:Show nested quote +On January 24 2012 03:42 Thraxes wrote: PvT -- Hey, Im having a hard time countering a terran build. Basically what terran builds is 3-4 siege tanks, 1-2 banshees, couple of marines and 1 raven. And by the time he have that I have expanded, have 2-4 stalkers, a couple of sentries, 1 immortal and a colossus. But everytime I face that build, I cant seem to hold it off. I though of maybe drop the colossus and build immortals instead, since its stronger angainst heavy damage. The attack occurs at probably 7-8 minute mark.
Should I maybe drop the expansion and colossus, build more gateways and immortals? It's a 1-1-1 then?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379
Only make stalkers if you need to, (by that I mean make them at the end of the fight), focus on zealots and immortals.
You need to engage him in the middle of the map before he gets sieged up if you want a good chance at winning. It's tough but it's a hard build to play against for everyone.
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Drops.
I know that this kind of stuff is hard to pull off because of the threat one viking or a missile turret poses, but given the chance what kind of drops are the best to go for? I've seen sentry drops, zealot ones, templar, and mixed ones?
Are they match up based, or is it something else (if anything)?
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Greetings! Recently I am reexploring the PvT-Matchup and so far I have huge Problems against Gasless FE into ~15 Marine-Push. Looking for some kind of Guideline against this off a kcdc 1 Gate FE or 20 Food FE (Markwerfs version with 1 Probe in Gas until Nexus). My Questions are especially: When is the point I can switch into Zealot-Sentry instead more Stalkers and how many Gates do I have to get initially to fend this off (would like to transition into Phoenixes asap to substitute as many stalkers as possible).
References to Replays or VOD's are sufficient, I am willing to figure it out myself if needed. Thanks alot in advance 8]
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Is it too much of an investment to make cannons in my base if the terran is trying clockshee harass but you know he might just all-in you with a 1/1/1?
edit: ^ xanatoss, i like your name. and your signature. ^_^
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