So what should u do? What unit composition should u have when he attacks with mm+stim+concussive shells?
The Protoss Help Me Thread - Page 202
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Vinter2
Sweden7 Posts
So what should u do? What unit composition should u have when he attacks with mm+stim+concussive shells? | ||
Latedi
Sweden1027 Posts
On March 07 2012 06:35 Xaldarian wrote: Lately I've been slumping as a player and I can't find my way back to when I could simply play the game, enjoy it and have succes. now I'm not talking succes as in winning but simply being able to execute well. What do you do when your playing people a full league lower because you feel like your hands don't do what your head tells them? A really frustrated toss who might be demoted to gold while I used to play vs high plat and diamonds. That shit happens to almost everyone I know who plays regularly. I don't think there's a specific cure, rather just play like you usually do and eventually you will execute well again. I could be wrong but that's how it works for me. On March 07 2012 06:42 Vinter2 wrote: PvT - If u open 1g expand at 30, cut probes, throw down 2 gateways.. u scouted a techlab or a reactor on a rax and some mauraders. What next, gas + robo and get stalkers/sentrys and a late immortal? U wont have an immortal when the 2rax hit. Will u have it when a 3rax hits, probably not if u cant delay it with forcefields? So what should u do? What unit composition should u have when he attacks with mm+stim+concussive shells? Against a 2rax just make units off of 3 gates. If you can confirm a 3rax you might want to get a fourth gate, and even if you do you will probably have to pull probes at some point. The immortal most likely will not be out in time even if you delay with forcefields, and even if it is, it is way too easily sniped to be worth the investment in my opinion. The perfect unit composition would be: Sentries for guardian shield and enough forcefield to prevent him from escaping your zealots with as few forcefields as possible. 4-6 stalkers, you don't want too many because marauders destroy them but you don't want too few either or he will kite you to death. The rest into as many zealots as possible. The deal great damage if you get the forcefields down and with 3 armor they're damn hard to take down. | ||
recklessfire
United States373 Posts
On March 07 2012 06:42 Vinter2 wrote: PvT - If u open 1g expand at 30, cut probes, throw down 2 gateways.. u scouted a techlab or a reactor on a rax and some mauraders. What next, gas + robo and get stalkers/sentrys and a late immortal? U wont have an immortal when the 2rax hit. Will u have it when a 3rax hits, probably not if u cant delay it with forcefields? So what should u do? What unit composition should u have when he attacks with mm+stim+concussive shells? I think your referring to MC's 1 gate expand, and if you executed the build correctly you will have enough to kill the 2 rax w/o any robo units. Before you even warp in with all 3 gates you will have a single zealot with 4 stalkers and then adding 3 more gateway units from the first warp in, you will have more than enough to deal with the two rax without the need of an immortal. http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136 MC's 1 gate expo. This is pretty standard against any terran who opens with a single gas. This build is so solid =) | ||
xlava
United States676 Posts
On March 07 2012 06:55 recklessfire wrote: I think your referring to MC's 1 gate expand, and if you executed the build correctly you will have enough to kill the 2 rax w/o any robo units. Before you even warp in with all 3 gates you will have a single zealot with 4 stalkers and then adding 3 more gateway units from the first warp in, you will have more than enough to deal with the two rax without the need of an immortal. http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136 MC's 1 gate expo. This is pretty standard against any terran who opens with a single gas. This build is so solid =) 1gate expand dies to a properly executed 2 rax reactor first though. Its the only kind of 2 rax pressure a 1 gate expand can't hold efficiently. Just making sure thats clear. | ||
Latedi
Sweden1027 Posts
On March 07 2012 07:17 xlava wrote: 1gate expand dies to a properly executed 2 rax reactor first though. Its the only kind of 2 rax pressure a 1 gate expand can't hold efficiently. Just making sure thats clear. It's not instantly a loss if you play it out well. | ||
xlava
United States676 Posts
On March 07 2012 07:23 Latedi wrote: It's not instantly a loss if you play it out well. No but its a BO counter. You're behind because you should never hold the nexus. | ||
mizU
United States12125 Posts
It also depends on your micro and how many probes you pull. It's NOT a BO counter. | ||
Vinter2
Sweden7 Posts
On March 07 2012 07:17 xlava wrote: 1gate expand dies to a properly executed 2 rax reactor first though. Its the only kind of 2 rax pressure a 1 gate expand can't hold efficiently. Just making sure thats clear. And if it is a 3rax? I can hold a 2rax with MC:s build, but not a 3rax with mm+stim+concussive | ||
Jerubaal
United States7684 Posts
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mizU
United States12125 Posts
On March 07 2012 07:38 Jerubaal wrote: What are some good timings for a 3rd and 4th base off of a FFE? You should base your expo off of what you scout, not what time it is. If the other player is playing fairly greedy, expand too. But if it's a two base timing, you probably won't be able to hold your third. | ||
Jerubaal
United States7684 Posts
On March 07 2012 07:54 mizU wrote: You should base your expo off of what you scout, not what time it is. If the other player is playing fairly greedy, expand too. But if it's a two base timing, you probably won't be able to hold your third. I appreciate your effort, but this is not what I'm looking for. I could list out 8 different scenarios and we could go over them, but I'm just looking for general guideline for a 'normal' game. I gather that you don't mean make a 3rd nexus immediately after your expansion finishes with only 3-4 gates. | ||
Supah
708 Posts
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bertu
Brazil871 Posts
On March 07 2012 08:21 Jerubaal wrote: I appreciate your effort, but this is not what I'm looking for. I could list out 8 different scenarios and we could go over them, but I'm just looking for general guideline for a 'normal' game. I gather that you don't mean make a 3rd nexus immediately after your expansion finishes with only 3-4 gates. A third between 9-11min is the usual timing when nothing significant happens early and you are going for a more defensive style, but it really depends on what Z is doing. If you know he is going 3 bases and roaches, you can expand faster behind sentries, for instance. I never expand if I can`t scout Z`s third though. | ||
mizU
United States12125 Posts
On March 07 2012 08:21 Jerubaal wrote: I appreciate your effort, but this is not what I'm looking for. I could list out 8 different scenarios and we could go over them, but I'm just looking for general guideline for a 'normal' game. I gather that you don't mean make a 3rd nexus immediately after your expansion finishes with only 3-4 gates. You can be on 3 bases off only 3-4 gates, it depends entirely on what your opponent is doing. Essentially you want to have a third by the 10-12 minute mark, otherwise with normal saturation your main will be close to mined out. | ||
bertu
Brazil871 Posts
On March 07 2012 08:58 Supah wrote: Has anyone ever encountered proxy Hatches right outside your base on a normal FFE? They make a Queen, push creep, and make Spinecrawlers and just bust you with like 3/4 Crawkers by the time creep is close enough to your nat. I don't know what to do. The Zerg is just going low eco anyway, so it seems like if I pull probes, he'll have enough lings to at least delay until Hatch is up with a decent amount of health. But the entire point is to force a cancel. replay? Do you mean a proxy hatch outside of your natural? If he proxies early and you can`t throw cannons near the Hatch when it is at 50% (either because you didn`t scout it or because he has lings), I suggest chrono zealots out of multiple Gates to deal with it, while constantly scouting for the timing of his roach transition. Cancel gas, cut probes. But the proper response depend on how early his push is, that`s why a replay is needed. | ||
mizU
United States12125 Posts
On March 07 2012 08:58 Supah wrote: Has anyone ever encountered proxy Hatches right outside your base on a normal FFE? They make a Queen, push creep, and make Spinecrawlers and just bust you with like 3/4 Crawkers by the time creep is close enough to your nat. I don't know what to do. The Zerg is just going low eco anyway, so it seems like if I pull probes, he'll have enough lings to at least delay until Hatch is up with a decent amount of health. But the entire point is to force a cancel. You should be able to determine this is coming if you actively scout zerg. If not, stargate is a good counter to this. Push with stalkers and voidrays, they won't have the economy to support sufficient anti-air. | ||
bertu
Brazil871 Posts
On March 07 2012 09:27 mizU wrote: You should be able to determine this is coming if you actively scout zerg. If not, stargate is a good counter to this. Push with stalkers and voidrays, they won't have the economy to support sufficient anti-air. I`ve seen versions of this push hitting super early, when its hard to have enough Voids/Stalkers in time to deal with spines+queens, that`s why I asked Supah for a replay. If it is a later push and you can scout it in time (like you should), than Void/Stalkers should obviously be fine. | ||
recklessfire
United States373 Posts
On March 07 2012 07:25 xlava wrote: No but its a BO counter. You're behind because you should never hold the nexus. dude uve never done MC's 1 gate expand obviously. you will have 1 zealot 7 stalkers vs 2 marauder 9 marine, even if the attack is delayed then u get even more units in your mix. You will hold if you micro your stalkers and focus the marauders down first and then its stalkers vs marines. GL marines. | ||
Rasera
Canada96 Posts
Situation is this: 1 gate up, 2 gates finishing, no forge and warpgate not finished yet. 3 reapers jump a cliff into my base and I only have 2 stalkers. How do I prevent them from doing damage to absolutely everything, considering my opponent didn't keep them all clumped together (ie: 1 went to harass probes, 1 attacking pylons, 1 attacking building gateways). Doesn't happen often, but it's one of the few things that completely stumps me on how to keep them out, especially when they return with greater numbers as the game progresses. | ||
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monk
United States8476 Posts
On March 07 2012 12:28 Rasera wrote: Need help with reaper harass. Situation is this: 1 gate up, 2 gates finishing, no forge and warpgate not finished yet. 3 reapers jump a cliff into my base and I only have 2 stalkers. How do I prevent them from doing damage to absolutely everything, considering my opponent didn't keep them all clumped together (ie: 1 went to harass probes, 1 attacking pylons, 1 attacking building gateways). Doesn't happen often, but it's one of the few things that completely stumps me on how to keep them out, especially when they return with greater numbers as the game progresses. It takes forever to get reapers and if he goes 3 reapers without a marauder, then you should be able to deal significant damage with just a zealot + stalker. You're just not being aggressive enough. Needs a replay really though. | ||
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