• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:58
CET 20:58
KST 04:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket9Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Game Theory for Starcraft Current Meta How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1841 users

The Protoss Help Me Thread - Page 179

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 177 178 179 180 181 432 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
monk
Profile Blog Joined May 2009
United States8476 Posts
February 08 2012 21:21 GMT
#3561
On February 09 2012 06:06 Dujek wrote:
Hi, I just lost a game pretty badly to a hellion opening in PvT. I scouted a really fast factory with my probe so I switched from doing a 1 gate FE to a 3 gate robo build. But it didn't matter because very quickly there were 4 hellions in my base against my zealot and 2 stalkers. I ended up losing all but 4 of my mining probes.

I can't think of any way to stop this from doing so much damage without walling off with a choke at the ramp. But It feels like a massive disadvantage to do that in PvT every game and I've only encountered this hellion build once.

I'm in Platinum. What can I do to win against this?

Replay
Moderator
LeGendzErg
Profile Joined January 2012
United States37 Posts
February 08 2012 21:37 GMT
#3562
ill end this thread right now.....step one: get warp gate tech, step two:win cuz u got warp gate tech

User was warned for this post
-LeGendzErg 647
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
February 08 2012 21:44 GMT
#3563
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.
monk
Profile Blog Joined May 2009
United States8476 Posts
February 08 2012 21:56 GMT
#3564
On February 09 2012 06:44 Dujek wrote:
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.

Yea, just as I suspected; he went gas first into fast factory, which you completely scouted. Thus, you know he's going to do something hellion based. You should stay in his base even longer, seeing where he puts the reactor, either on his rax or his factory. There's no need whatsoever to poke with your first zealot, thus losing it. Initially, you'll want to block your ramp with 2 stalkers. Then go for a pylon or gateway wall. Fast robo is really useless versus this as cloaked banshee off of what you scouted is very rare and you should be pressuring to deal with cloaked banshee instead of directly dealing with it with a super fast obs. I also recommend at least an aggressive 3 gate opening as while hellions are good at killing probes, they're not good versus gateway aggression.
Moderator
Peanutbutter717
Profile Blog Joined June 2011
United States240 Posts
February 08 2012 22:09 GMT
#3565
On February 09 2012 06:44 Dujek wrote:
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.


Ok, I watched the replay and this is what happened.

You saw his factory, you lucky dog you , and his reactor on his barracks. So think to yourself, no marauders!! yay!! those units are good and he isnt making them.

Most builds in PvT cut that first zealot, especially on a 1 gate FE, instead chrono out 1 stalker, then throw down the nexus, then chrono out another stalker, or even 2 because you saw no tech lab on the barracks!!

Your first stalker should be out at 4:15, yours was not yet done, and you didn't chrono it. You had 90 energy on your nexus, those chrono could have been spent on those stalkers or a probe or 2.

You said you were going 3 gate robo, this build gets units up faster. However you chronoed your cyber core 1 time, and WG finished a little late.

Your gateway was idle for 15 seconds, this is also very big, on top of missing chronoboosts.

1 gate FE is really good at stopping the 1/1/1, which is what I would have been most worried about in that game. I always 1 gate FE, especially when you didnt see any tech lab. With a 1 gate FE you force him to do 2 things.

1) Expand, but his will be late and you have an advantage

2) Attack, he sacrifices econ and you should be prepared seeing as he had aggressive building placement with fast tech (he needed that gas right? 75 mins for refinery + the time on the scv to build it + 3 scvs not mining minerals to mine 100 gas=alot of minerals)

One of the things I like to do alot vs terran if I get into their base is gas steal. This makes his 1/1/1 late, and I HATE defending that build, so ill spend 75 minerals to make sure he does a poor one or not at all. Then he will obviously go marine marauder and try to push, get those sentries up and force field that.
Marine -> masters
monk
Profile Blog Joined May 2009
United States8476 Posts
February 08 2012 22:27 GMT
#3566
On February 09 2012 07:09 Peanutbutter717 wrote:
Show nested quote +
On February 09 2012 06:44 Dujek wrote:
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.


Ok, I watched the replay and this is what happened.

You saw his factory, you lucky dog you , and his reactor on his barracks. So think to yourself, no marauders!! yay!! those units are good and he isnt making them.

Most builds in PvT cut that first zealot, especially on a 1 gate FE, instead chrono out 1 stalker, then throw down the nexus, then chrono out another stalker, or even 2 because you saw no tech lab on the barracks!!

Your first stalker should be out at 4:15, yours was not yet done, and you didn't chrono it. You had 90 energy on your nexus, those chrono could have been spent on those stalkers or a probe or 2.

You said you were going 3 gate robo, this build gets units up faster. However you chronoed your cyber core 1 time, and WG finished a little late.

Your gateway was idle for 15 seconds, this is also very big, on top of missing chronoboosts.

1 gate FE is really good at stopping the 1/1/1, which is what I would have been most worried about in that game. I always 1 gate FE, especially when you didnt see any tech lab. With a 1 gate FE you force him to do 2 things.

1) Expand, but his will be late and you have an advantage

2) Attack, he sacrifices econ and you should be prepared seeing as he had aggressive building placement with fast tech (he needed that gas right? 75 mins for refinery + the time on the scv to build it + 3 scvs not mining minerals to mine 100 gas=alot of minerals)

One of the things I like to do alot vs terran if I get into their base is gas steal. This makes his 1/1/1 late, and I HATE defending that build, so ill spend 75 minerals to make sure he does a poor one or not at all. Then he will obviously go marine marauder and try to push, get those sentries up and force field that.

I disagree with a lot of things in here. If you notice from that game, he wasn't going for a 1-1-1 allin at all. I do not recommend 1 gate fe versus this nor do I recommend stealing 2nd gas, even though he couldn't in that game. Most gas first builds are either mass hellions or fast medivac/hellion/marine and many don't get the 2nd gas. Specifically 1 gate fe does very poorly versus gas first medivac/hellion/marine and doesn't punish a mass hellion opening.
Moderator
Peanutbutter717
Profile Blog Joined June 2011
United States240 Posts
February 08 2012 22:48 GMT
#3567
On February 09 2012 07:27 NrGmonk wrote:
Show nested quote +
On February 09 2012 07:09 Peanutbutter717 wrote:
On February 09 2012 06:44 Dujek wrote:
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.


Ok, I watched the replay and this is what happened.

You saw his factory, you lucky dog you , and his reactor on his barracks. So think to yourself, no marauders!! yay!! those units are good and he isnt making them.

Most builds in PvT cut that first zealot, especially on a 1 gate FE, instead chrono out 1 stalker, then throw down the nexus, then chrono out another stalker, or even 2 because you saw no tech lab on the barracks!!

Your first stalker should be out at 4:15, yours was not yet done, and you didn't chrono it. You had 90 energy on your nexus, those chrono could have been spent on those stalkers or a probe or 2.

You said you were going 3 gate robo, this build gets units up faster. However you chronoed your cyber core 1 time, and WG finished a little late.

Your gateway was idle for 15 seconds, this is also very big, on top of missing chronoboosts.

1 gate FE is really good at stopping the 1/1/1, which is what I would have been most worried about in that game. I always 1 gate FE, especially when you didnt see any tech lab. With a 1 gate FE you force him to do 2 things.

1) Expand, but his will be late and you have an advantage

2) Attack, he sacrifices econ and you should be prepared seeing as he had aggressive building placement with fast tech (he needed that gas right? 75 mins for refinery + the time on the scv to build it + 3 scvs not mining minerals to mine 100 gas=alot of minerals)

One of the things I like to do alot vs terran if I get into their base is gas steal. This makes his 1/1/1 late, and I HATE defending that build, so ill spend 75 minerals to make sure he does a poor one or not at all. Then he will obviously go marine marauder and try to push, get those sentries up and force field that.

I disagree with a lot of things in here. If you notice from that game, he wasn't going for a 1-1-1 allin at all. I do not recommend 1 gate fe versus this nor do I recommend stealing 2nd gas, even though he couldn't in that game. Most gas first builds are either mass hellions or fast medivac/hellion/marine and many don't get the 2nd gas. Specifically 1 gate fe does very poorly versus gas first medivac/hellion/marine and doesn't punish a mass hellion opening.


1-1-1 doesnt mean banshee first, he could do medivac hellion drops and marine pressure, maybe even with a raven he could push. I meant 1 rax 1 fac 1 port. With good building placement, especially on that map, 1 gate FE works very well against alot of things, obviously if you see 4 rax don't.
Marine -> masters
monk
Profile Blog Joined May 2009
United States8476 Posts
February 08 2012 22:54 GMT
#3568
On February 09 2012 07:48 Peanutbutter717 wrote:
Show nested quote +
On February 09 2012 07:27 NrGmonk wrote:
On February 09 2012 07:09 Peanutbutter717 wrote:
On February 09 2012 06:44 Dujek wrote:
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.


Ok, I watched the replay and this is what happened.

You saw his factory, you lucky dog you , and his reactor on his barracks. So think to yourself, no marauders!! yay!! those units are good and he isnt making them.

Most builds in PvT cut that first zealot, especially on a 1 gate FE, instead chrono out 1 stalker, then throw down the nexus, then chrono out another stalker, or even 2 because you saw no tech lab on the barracks!!

Your first stalker should be out at 4:15, yours was not yet done, and you didn't chrono it. You had 90 energy on your nexus, those chrono could have been spent on those stalkers or a probe or 2.

You said you were going 3 gate robo, this build gets units up faster. However you chronoed your cyber core 1 time, and WG finished a little late.

Your gateway was idle for 15 seconds, this is also very big, on top of missing chronoboosts.

1 gate FE is really good at stopping the 1/1/1, which is what I would have been most worried about in that game. I always 1 gate FE, especially when you didnt see any tech lab. With a 1 gate FE you force him to do 2 things.

1) Expand, but his will be late and you have an advantage

2) Attack, he sacrifices econ and you should be prepared seeing as he had aggressive building placement with fast tech (he needed that gas right? 75 mins for refinery + the time on the scv to build it + 3 scvs not mining minerals to mine 100 gas=alot of minerals)

One of the things I like to do alot vs terran if I get into their base is gas steal. This makes his 1/1/1 late, and I HATE defending that build, so ill spend 75 minerals to make sure he does a poor one or not at all. Then he will obviously go marine marauder and try to push, get those sentries up and force field that.

I disagree with a lot of things in here. If you notice from that game, he wasn't going for a 1-1-1 allin at all. I do not recommend 1 gate fe versus this nor do I recommend stealing 2nd gas, even though he couldn't in that game. Most gas first builds are either mass hellions or fast medivac/hellion/marine and many don't get the 2nd gas. Specifically 1 gate fe does very poorly versus gas first medivac/hellion/marine and doesn't punish a mass hellion opening.


1-1-1 doesnt mean banshee first, he could do medivac hellion drops and marine pressure, maybe even with a raven he could push. I meant 1 rax 1 fac 1 port. With good building placement, especially on that map, 1 gate FE works very well against alot of things, obviously if you see 4 rax don't.

As I said in my previous post, it's very hard to defend a gas first marine/hellion/medivac drop off of 1 gate fe, especially in close air pos, because the drop comes so fast.
Moderator
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
Last Edited: 2012-02-09 00:31:14
February 09 2012 00:30 GMT
#3569
Would like some general pointers here: on maps where I don't feel comfortable 1 gate FE'ing (such as close air position Shattered Temple), I go for the standard 2 gate robo FE - if I scout the 7.30min marine/tank allin (which is very popular amongst high master terrans on the SEA server), what should the proper response be?

Should I be canceling the nexus? Just sack it when his army arrives? Since the nexus starts late (about 6~6.30min) on a 2 gate robo build, it doesn't really pay itself off. I feel its impossible to hold without cancelling especially when they bring a dozen or so SCV's with it. But the problem with canceling the nexus is that a terran can easily scout it and decide to just expand instead (which has happened before) - it feels like I'm on the back foot the entire time. So, yeah, if the high level Tosses here can give some general guidelines on what the response and follow ups should be in these situations, I would be ultra grateful, thanks!!
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-02-09 00:36:33
February 09 2012 00:36 GMT
#3570
On February 09 2012 09:30 Zealot Lord wrote:
Would like some general pointers here: on maps where I don't feel comfortable 1 gate FE'ing (such as close air position Shattered Temple), I go for the standard 2 gate robo FE - if I scout the 7.30min marine/tank allin (which is very popular amongst high master terrans on the SEA server), what should the proper response be?

Should I be canceling the nexus? Just sack it when his army arrives? Since the nexus starts late (about 6~6.30min) on a 2 gate robo build, it doesn't really pay itself off. I feel its impossible to hold without cancelling especially when they bring a dozen or so SCV's with it. But the problem with canceling the nexus is that a terran can easily scout it and decide to just expand instead (which has happened before) - it feels like I'm on the back foot the entire time. So, yeah, if the high level Tosses here can give some general guidelines on what the response and follow ups should be in these situations, I would be ultra grateful, thanks!!

Cancel the nexus and cut all units except immortals and zealots to hold it off. Your count of ~2-3 sentries at this point should be more than enough to hold it off. Also, I don't think it's very easy for terran to scout your lack of expo. If you want more advice than that, post a replay.
Moderator
Dariusz
Profile Joined May 2011
Poland657 Posts
February 09 2012 00:38 GMT
#3571
On February 09 2012 09:30 Zealot Lord wrote:
Would like some general pointers here: on maps where I don't feel comfortable 1 gate FE'ing (such as close air position Shattered Temple), I go for the standard 2 gate robo FE - if I scout the 7.30min marine/tank allin (which is very popular amongst high master terrans on the SEA server), what should the proper response be?

Should I be canceling the nexus? Just sack it when his army arrives? Since the nexus starts late (about 6~6.30min) on a 2 gate robo build, it doesn't really pay itself off. I feel its impossible to hold without cancelling especially when they bring a dozen or so SCV's with it. But the problem with canceling the nexus is that a terran can easily scout it and decide to just expand instead (which has happened before) - it feels like I'm on the back foot the entire time. So, yeah, if the high level Tosses here can give some general guidelines on what the response and follow ups should be in these situations, I would be ultra grateful, thanks!!


Replays man.
If you scout that he doesn't have expo and goes for tank/marine you can:

A - Sac nexus, go for colossi and win (you can add warp prism if he contains you)
B - cut probes and add 2 more gateways as soon as you identify the build (you have fast obs) and flank his army with zealots and immortals when he comes to you.
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
February 09 2012 01:01 GMT
#3572
On February 09 2012 09:36 NrGmonk wrote:
Show nested quote +
On February 09 2012 09:30 Zealot Lord wrote:
Would like some general pointers here: on maps where I don't feel comfortable 1 gate FE'ing (such as close air position Shattered Temple), I go for the standard 2 gate robo FE - if I scout the 7.30min marine/tank allin (which is very popular amongst high master terrans on the SEA server), what should the proper response be?

Should I be canceling the nexus? Just sack it when his army arrives? Since the nexus starts late (about 6~6.30min) on a 2 gate robo build, it doesn't really pay itself off. I feel its impossible to hold without cancelling especially when they bring a dozen or so SCV's with it. But the problem with canceling the nexus is that a terran can easily scout it and decide to just expand instead (which has happened before) - it feels like I'm on the back foot the entire time. So, yeah, if the high level Tosses here can give some general guidelines on what the response and follow ups should be in these situations, I would be ultra grateful, thanks!!

Cancel the nexus and cut all units except immortals and zealots to hold it off. Your count of ~2-3 sentries at this point should be more than enough to hold it off. Also, I don't think it's very easy for terran to scout your lack of expo. If you want more advice than that, post a replay.


First of all, thanks for the prompt replies you two, appreciate it.

Sorry I have this (really bad) tendency to just delete replays after I go through them once T_T But I'll definitely post one the next time if I lose to it again!

One last quick followup. What about the scenario in which the Terran decides to expand off of it after I canceled my nexus? As some terrans I play against do scan the natural before they attack. What do I do then? Get collosus and counter all-in?


DariusZ - so you FF the ramp to buy time and attack as soon as the one collosus pops correct?
Xanatoss
Profile Joined May 2010
Germany539 Posts
February 09 2012 02:16 GMT
#3573
Are there ways to determine the finish of Stim-Research relative exactly like in PvZ with Lingspeed and Gastiming? Or just vague judgement by my opponents Opening?
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
JMC4
Profile Blog Joined August 2010
United States261 Posts
February 09 2012 03:19 GMT
#3574
Hello my fellow Brotoss. So I come to you with an issue in my last PvT game that I played. I am a diamond toss and was playing against a terran (also diamond) on metal. I scouted a tech lab on his rax and opened up 3 gate expo. What ended up happening was that I expoed and then got a robo and 2 forges. I had 1/1 researching and scouted he had three barracks and an 3rd CC on the way. Seeing that I figured it was safe to expand but while planting my 3rd nexus he came and overpowered me with a 1/1 marine marauder push.

Now I have two theories of what I should have done rather than what I did.
1. I should have at least 5 warpgates before taking my 3rd if I'm going robo into 1/1 before HT.
2. get faster high templars with only 3 gates and then get my ups while expanding and adding on more gateways.

Those are just my theories so they may be completely wrong for all I know, like I said I'm just a diamond player trying to learn the game. So if either of those theories are good or they are completely wrong, let me know and tell me what you think I should do please. Thanks

Here's the replay.
http://www.sc2replayed.com/replay-videos/17818
Diamond Protoss ~
monk
Profile Blog Joined May 2009
United States8476 Posts
February 09 2012 04:14 GMT
#3575
On February 09 2012 12:19 JMC4 wrote:
Hello my fellow Brotoss. So I come to you with an issue in my last PvT game that I played. I am a diamond toss and was playing against a terran (also diamond) on metal. I scouted a tech lab on his rax and opened up 3 gate expo. What ended up happening was that I expoed and then got a robo and 2 forges. I had 1/1 researching and scouted he had three barracks and an 3rd CC on the way. Seeing that I figured it was safe to expand but while planting my 3rd nexus he came and overpowered me with a 1/1 marine marauder push.

Now I have two theories of what I should have done rather than what I did.
1. I should have at least 5 warpgates before taking my 3rd if I'm going robo into 1/1 before HT.
2. get faster high templars with only 3 gates and then get my ups while expanding and adding on more gateways.

Those are just my theories so they may be completely wrong for all I know, like I said I'm just a diamond player trying to learn the game. So if either of those theories are good or they are completely wrong, let me know and tell me what you think I should do please. Thanks

Here's the replay.
http://www.sc2replayed.com/replay-videos/17818

There was no reason to open 3 gate if you're not going to be aggressive. 1 gate expand accomplishes the same thing and gets a much earlier expo. You're basically playing from behind from your opening. Keep this in time.
Useless cannons. They're useless at that timing and badly positioned to deal with drops.
Losing you observer; because you lost it, you didn't know his infrastructural, that he had no starport and instead had fast 1-1. If you scouted this, you should have skewed your defense towards defending a frontal attack instead of preparing for air(medivac/banshee). To that effect, you should have make more sentry, more immortal, more zealot, and less stalkers.
Bad forcefields.
To be honest, if you had 1 more immortal in that fight and 2 fewer stalkers, you would have won easily even with all the other mistakes, especially cause he was so marauder heavy.

To address your you theories:
1. You don't always need 5+ warpgates before taking a 3rd.
2. You don't need AoE at that timing.
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
February 09 2012 04:17 GMT
#3576
On February 09 2012 11:16 Xanatoss wrote:
Are there ways to determine the finish of Stim-Research relative exactly like in PvZ with Lingspeed and Gastiming? Or just vague judgement by my opponents Opening?

~8:20 minutes at earliest if he opened tech lab with shells first but can be earlier if he skipped shells.
~9:30 minutes at earliest if he opened 1 rax no gas fe
Moderator
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
February 09 2012 07:56 GMT
#3577
On February 09 2012 06:56 NrGmonk wrote:
Show nested quote +
On February 09 2012 06:44 Dujek wrote:
I couldn't get SC2 replayed to work, hope this is right.

http://www.mediafire.com/?o7d1dsnqhrwpw71

I lost my zealot early but I don't think it would have helped. I'm thinking I could have walled off around my base and made a choke, but I'm not sure if I had enough buildings to do it.

Yea, just as I suspected; he went gas first into fast factory, which you completely scouted. Thus, you know he's going to do something hellion based. You should stay in his base even longer, seeing where he puts the reactor, either on his rax or his factory. There's no need whatsoever to poke with your first zealot, thus losing it. Initially, you'll want to block your ramp with 2 stalkers. Then go for a pylon or gateway wall. Fast robo is really useless versus this as cloaked banshee off of what you scouted is very rare and you should be pressuring to deal with cloaked banshee instead of directly dealing with it with a super fast obs. I also recommend at least an aggressive 3 gate opening as while hellions are good at killing probes, they're not good versus gateway aggression.


Thanks that's a great help.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-02-09 19:29:05
February 09 2012 19:27 GMT
#3578
On February 08 2012 18:42 Sated wrote:
Show nested quote +
On February 08 2012 16:43 aZealot wrote:
On February 08 2012 09:19 Latedi wrote:
On February 08 2012 08:56 aZealot wrote:
How about a Gate expand? I find I can get by on 2 geysers for a considerable time - at least up until my 8.00-9.00 minute poke. But I'm only in Gold, so I don't know if that is correct. It feels right though, as it does not seem the time to tech.


What kind of expand? What strategy are you going for?

It can be good, it can be bad.


2 Gate expand into a 2 Zealot, 5/6 Sentry, 6 - 8 Stalker push at around 8 - 9 minutes in game. That, or fake pressure, if he has stayed on 2 bases and isn't teching and look to take an early 3rd perhaps (or turtle for a little while) before transitioning into a robo tech and a macro game. I find that I am mineral starved more than gas starved at that point (6 - 9 minutes) in the game, so I've stopped taking a 3rd geyser until I decide what next.

The only times I'll really push, come what may, is if I scout some sort of 2 base Muta build in which case I look for fast +1, drop a 4th gate, maybe drop a geyser, and try to hit him hard before the 10 minute mark so that the problem is nipped in the bud. (It usually works but if I wait too long, he gets too many Muta and I find you die the death of a thousand cuts.)

PvZ 2gate FE -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=253932

That gives some good guidelines one what to do with a 2gate expand.


Thanks. I remember that thread when it first came out, but my game was not good enough at that point. I subsequently forgot about it and slowly worked towards my own PvZ.

Strangely enough, what I try and do in PvZ (at least in the early game) is similar except this is clearly a lot more developed. I get my gas a little earlier so I have ~350 gas when WG research is completed for Hallu; 2 Sentries; and surplus 50 gas towards a possible +1 after the next warp cycle (depending on 2 Sentries or Sentry/Stalker). I also cut probes at 32 to get my Nexus down earlier. But this has nice follow-ups with blink and the 3rd gas timing and a plan for the rest of the match-up. Thanks, I'll look to implement this in my PvZ (with my own tweaks) in future games.
KT best KT ~ 2014
nethertwist
Profile Joined February 2012
2 Posts
Last Edited: 2012-02-09 20:18:25
February 09 2012 20:17 GMT
#3579
Have a problem I would like some advice on.

As a Protoss, I often find myself playing long macro games vs Zerg. I've been having a repeating problem sometimes when our maxed deathballs clash, I barely win the fight and promptly lose to a follow-up wave of mass roaches.

I'm under the impression it's very easy for a Zerg to make a lot of roaches very quickly at not a huge cost, and I don't have the colossi numbers to beat it down straight after a large fight. Is this a fixable problem, or is it some other flaw in my play that allows it to become one? Should I be steamrolling with my deathball easily enough to cope with follow-up waves? Any help is appreciated.

PS. I am Gold league
colossi, not colossus
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 09 2012 20:26 GMT
#3580
On February 10 2012 05:17 nethertwist wrote:
Have a problem I would like some advice on.

As a Protoss, I often find myself playing long macro games vs Zerg. I've been having a repeating problem sometimes when our maxed deathballs clash, I barely win the fight and promptly lose to a follow-up wave of mass roaches.

I'm under the impression it's very easy for a Zerg to make a lot of roaches very quickly at not a huge cost, and I don't have the colossi numbers to beat it down straight after a large fight. Is this a fixable problem, or is it some other flaw in my play that allows it to become one? Should I be steamrolling with my deathball easily enough to cope with follow-up waves? Any help is appreciated.

PS. I am Gold league


This means one of a few things.

Your positioning is terrible and/or you don't have sufficient forcefields.
Forcefields are a MUST against roaches.

He's outmacroing you to kill your army AND reinforce with roaches.
If he's up 2+ bases on you, you're pretty much screwed, so just max and pray.

Upgrades. Upgraded roaches kill gateway units so fast which is why you need forcefields.
Upgrade advantage + sufficient colossi count vs roaches = you win so easy lols

A replay would help, but this is probably why you're dying to roaches.
if happy ever afters did exist <3 @watamizu_
Prev 1 177 178 179 180 181 432 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 2m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 390
White-Ra 166
IndyStarCraft 129
UpATreeSC 110
StarCraft: Brood War
Britney 24532
Calm 2382
Rain 2252
Sea 1527
Dewaltoss 105
yabsab 30
scan(afreeca) 20
HiyA 16
Movie 15
Shine 12
Dota 2
qojqva3113
Pyrionflax120
canceldota21
League of Legends
Trikslyr54
rGuardiaN41
Counter-Strike
fl0m1007
pashabiceps979
Heroes of the Storm
Liquid`Hasu279
Other Games
Grubby3668
FrodaN1757
ceh9727
Beastyqt601
ArmadaUGS578
DeMusliM268
RotterdaM234
PiGStarcraft105
Sick105
C9.Mang0103
XaKoH 85
SteadfastSC62
Organizations
Other Games
BasetradeTV42
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Reevou 6
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki30
• FirePhoenix18
• 80smullet 11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV622
League of Legends
• TFBlade1083
Other Games
• Shiphtur267
Upcoming Events
BSL: GosuLeague
1h 2m
RSL Revival
11h 32m
Zoun vs Classic
SHIN vs TriGGeR
herO vs Reynor
Maru vs MaxPax
WardiTV Korean Royale
16h 2m
Replay Cast
1d 3h
RSL Revival
1d 11h
WardiTV Korean Royale
1d 16h
IPSL
1d 21h
Julia vs Artosis
JDConan vs DragOn
BSL 21
2 days
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
2 days
Wardi Open
2 days
[ Show More ]
IPSL
3 days
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
3 days
StRyKeR vs Artosis
OyAji vs KameZerg
Replay Cast
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
Wardi Open
4 days
Replay Cast
5 days
Wardi Open
5 days
Tenacious Turtle Tussle
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.