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United States8476 Posts
On March 07 2012 07:25 xlava wrote:Show nested quote +On March 07 2012 07:23 Latedi wrote:On March 07 2012 07:17 xlava wrote:On March 07 2012 06:55 recklessfire wrote: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 =) 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. No but its a BO counter. You're behind because you should never hold the nexus. Yea, this is wrong. I can name at least 4 variations of 1 gate fe designed to hold 2 rax. MC's is the most stable, kcdc's holds with good control/decision making and the 2 gas one should hold, but I've never tried it so I can't back that up with confidence. Also, there's a new 1 gate fe which is designed to hold 2 rax by chronoboosting warpgates.
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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.
send 1 stalker to reaper on pylon, another to reaper on gateway, pull 5 probes and attack last reaper. he can't micro all of them and you don't have to. soon as 1 dies put probes back on the min line and set your free stalker onto the probe reaper (if it's still alive) Terran just lost 150/150 and a lot of rax building time and at most you lost a few probes. you're way ahead.
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Hey guys I'm having EXTREME difficulties with Zerg end game I used to have trouble opening strongly but even after overcoming this weakness and macroing Vs Zerg its really hard to react to broodlord roach etc because I never have a strong enough army when it hits.
http://drop.sc/127911 Example
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On March 07 2012 07:25 xlava wrote:Show nested quote +On March 07 2012 07:23 Latedi wrote:On March 07 2012 07:17 xlava wrote:On March 07 2012 06:55 recklessfire wrote: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 =) 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. No but its a BO counter. You're behind because you should never hold the nexus.
This is just wrong.
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[QUOTE]On March 07 2012 06:47 Latedi wrote: [QUOTE]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.[/QUOTE]
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.
Thx for the response.
I might just be trying too hard I guess. I also believe the overall lvl of players is increasing rapidly due to dwindling activity of the larger more casual player base.
am I right on that point?
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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.[/QUOTE]
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.
Thx for the response.
I might just be trying too hard I guess. I also believe the overall lvl of players is increasing rapidly due to dwindling activity of the larger more casual player base.
am I right on that point?
Yes of course people get better, but I don't think it matters too much before mid-masters somewhere. Don't think too much about it Leagues and points are completely artificial after all and doesn't show your skill.
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I know, I've completely crushed some diamonds but also lost against lowly gold players... which feels completely wrong. mid plat usually around rank 30.
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Ok so im a high diamond toss on EU. But i have a massive issue that i dont have set builds that i know i can use going into a game, unless you count PvP i suppose.
What i mean by that is, in PvZ i know ill FFE on every map (and i havent got any veto'd) and then on certain maps ill transition into void with zealot +1 timing into a 3rd or tech/all in or whatever.
PvT ill open 1 gate FE/1 gate robo FE every game. And then into whichever tech i feel more viable.
But i dont have a single build nailed down that i can execute the same every single time on any map in any matchup. I feel like that is required at a much much lower league then mine ( i actually vsed and took out my first few masters players today :o)
so what im wandering is, should i spend time on single player just grinding a build out? if so, how many should i have in each PvT and PvZ?
And also, which custom maps are good for this, i used yabot once - if thats what its called - is that good? i want one where i can keep doing it over and over without having to leave the game and remake
thanks
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Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks.
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United States8476 Posts
On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them.
Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays.
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On March 08 2012 07:18 NrGmonk wrote:Show nested quote +On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them. Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays.
on another note, how do you engage properly collossi vs collossi? i always seem to come out of these battles way worse than my opponent, even if i have more collossi. should i be targetting collossi with collossi? or just a-moving in? or should i target his stalkers and try to snipe his collossi with blink/focus fire? like i said unless i'm like 4 collossi ahead, i ALWAYS lose these engagements terribly (like he still has all collossi and half stalkers left)
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Replay: http://drop.sc/128223
Hey! Can someone tell me how to engage in battles as protoss? Why did I keep losing my big army to this little terrans army? I always feel like my units are very weak against terran's.
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On March 08 2012 07:18 NrGmonk wrote:Show nested quote +On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them. Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays.
I've seen mass phoenix (22ish?) used against mass colossi and absoloutly devastate it. It's kind of risky though since you get scouted they can stop colossi production and get a higher archon count, which phoenix are pretty bad against 
Are there any other ways to 'counter' someone going colossi when they have a higher colossus count than you? trying to play catch-up is a sure way to lose.
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On March 08 2012 07:31 McTeazy wrote:Show nested quote +On March 08 2012 07:18 NrGmonk wrote:On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them. Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays. on another note, how do you engage properly collossi vs collossi? i always seem to come out of these battles way worse than my opponent, even if i have more collossi. should i be targetting collossi with collossi? or just a-moving in? or should i target his stalkers and try to snipe his collossi with blink/focus fire? like i said unless i'm like 4 collossi ahead, i ALWAYS lose these engagements terribly (like he still has all collossi and half stalkers left)
Assuming roughly equal number of colossi/gateway units, positioning and who has the better arc will determine the winner.
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On March 08 2012 07:48 Mikelius wrote:Show nested quote +On March 08 2012 07:31 McTeazy wrote:On March 08 2012 07:18 NrGmonk wrote:On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them. Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays. on another note, how do you engage properly collossi vs collossi? i always seem to come out of these battles way worse than my opponent, even if i have more collossi. should i be targetting collossi with collossi? or just a-moving in? or should i target his stalkers and try to snipe his collossi with blink/focus fire? like i said unless i'm like 4 collossi ahead, i ALWAYS lose these engagements terribly (like he still has all collossi and half stalkers left) Assuming roughly equal number of colossi/gateway units, positioning and who has the better arc will determine the winner.
It is I, Captain Obvious! 
I think he's asking more should he focus on micro'ing his stalkers to focus fire colossus, should he move his damaged colossus back, letting the gateway army do it's thing, etc.
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United States8476 Posts
On March 08 2012 07:31 McTeazy wrote:Show nested quote +On March 08 2012 07:18 NrGmonk wrote:On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them. Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays. on another note, how do you engage properly collossi vs collossi? i always seem to come out of these battles way worse than my opponent, even if i have more collossi. should i be targetting collossi with collossi? or just a-moving in? or should i target his stalkers and try to snipe his collossi with blink/focus fire? like i said unless i'm like 4 collossi ahead, i ALWAYS lose these engagements terribly (like he still has all collossi and half stalkers left) The 3 main things you have to worry about in colossi vs colossi fights is upgrades, # of colossi, and positioning. The first 2 you can't really control at the time of the engagement, but positioning is. Positioning is way more important than target firing, because target firing can actually make you waste shots. Before a fight, make sure you have a good concave. If you're in a defensive position, make sure your defensive colossi are in a concave. If you're attacking, make sure you're not attacking into a concave and try to attack his main army from multiple directions. If you see your opponent in an entrenched concave, try to hit somewhere else to get your opponent out of position. As for battle micro, I like to micro defensively instead of offensively in colossi wars. That is, don't focus fire, but attempt to get an even better position with your colossi. Make them hard to attack, move weak ones back, make sure your opponents' colossi are getting the least splash possible, and try to get an even better concave during the fight.
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On March 07 2012 12:54 NrGmonk wrote:Show nested quote +On March 07 2012 07:25 xlava wrote:On March 07 2012 07:23 Latedi wrote:On March 07 2012 07:17 xlava wrote:On March 07 2012 06:55 recklessfire wrote: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 =) 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. No but its a BO counter. You're behind because you should never hold the nexus. Yea, this is wrong. I can name at least 4 variations of 1 gate fe designed to hold 2 rax. MC's is the most stable, kcdc's holds with good control/decision making and the 2 gas one should hold, but I've never tried it so I can't back that up with confidence. Also, there's a new 1 gate fe which is designed to hold 2 rax by chronoboosting warpgates.
Sigh... nobody reads things anymore...
A 1 gate expand consists of the following according to me. If my idea of a 1 gate expand is different than MC's than say so right now because then you are probably right. However: My 1 gate expand is 13gate 14 gas 3 chronos on nexus, 2 chronos on gateway, none on warp gate. I chrono out 1 zealot and 2-3 stalkers, expand on 29 food.
This variation does not hold a 2 rax reactor first. It does hold 2 rax tech lab first. Idk how someone can just say 1 gate expand holds all 2 rax because that is not true. Also note that a 2 rax reactor first can have variations in and of itself. I'm not saying that 1 gate expand always loses to it, but if the Terran brings a few SCVs, bunkers up, it is extremely difficult to hold, neigh impossible to hold the nexus. Its hard to hold a nexus with a 3 gate expand against this rush, so I have no idea why people are saying differently. Plus, if Terran decides to pull all his SCVs you might just flat out die. Actually, you will flat out die if you 1 gate expanded. Pulling probes is a decent idea, but against 5 marines and 2 marauders + scvs, you're going to lose some. So maybe you might hold the nexus, but if Terran expanded behind it (which decent Terrans should do), you're even at the very best.
Btw as if it means anything I'm high masters, so maybe we're just talking about different things since relatively speaking I'm not that bad...
EDIT: My post isn't meant to be flame inciting, I'm just trying to get to the bottom of this just like all of you. We're all on the same team here don't forget that
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United States8476 Posts
On March 08 2012 08:33 xlava wrote:Show nested quote +On March 07 2012 12:54 NrGmonk wrote:On March 07 2012 07:25 xlava wrote:On March 07 2012 07:23 Latedi wrote:On March 07 2012 07:17 xlava wrote:On March 07 2012 06:55 recklessfire wrote: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 =) 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. No but its a BO counter. You're behind because you should never hold the nexus. Yea, this is wrong. I can name at least 4 variations of 1 gate fe designed to hold 2 rax. MC's is the most stable, kcdc's holds with good control/decision making and the 2 gas one should hold, but I've never tried it so I can't back that up with confidence. Also, there's a new 1 gate fe which is designed to hold 2 rax by chronoboosting warpgates. Sigh... nobody reads things anymore... A 1 gate expand consists of the following according to me. If my idea of a 1 gate expand is different than MC's than say so right now because then you are probably right. However: My 1 gate expand is 13gate 14 gas 3 chronos on nexus, 2 chronos on gateway, none on warp gate. I chrono out 1 zealot and 2-3 stalkers, expand on 29 food. This variation does not hold a 2 rax reactor first. It does hold 2 rax tech lab first. Idk how someone can just say 1 gate expand holds all 2 rax because that is not true. Also note that a 2 rax reactor first can have variations in and of itself. I'm not saying that 1 gate expand always loses to it, but if the Terran brings a few SCVs, bunkers up, it is extremely difficult to hold, neigh impossible to hold the nexus. Its hard to hold a nexus with a 3 gate expand against this rush, so I have no idea why people are saying differently. Plus, if Terran decides to pull all his SCVs you might just flat out die. Actually, you will flat out die if you 1 gate expanded. Pulling probes is a decent idea, but against 5 marines and 2 marauders + scvs, you're going to lose some. So maybe you might hold the nexus, but if Terran expanded behind it (which decent Terrans should do), you're even at the very best. Btw as if it means anything I'm high masters, so maybe we're just talking about different things since relatively speaking I'm not that bad... The 1 gate fe you described is MC's except for 3 cb on nexus and expanding on 29-30 food, so pretty much the same. You pull probes if your opponent brings 2+ scvs. You forget the nexus and ff your ramp if your opponent brings all his scvs. Standard 3 gate relies on sentries to defend while 1 gate expand relies on zealots+stalkers, so they're completely different. I've never not held a 2 rax unless I made a huge mistake. You shouldn't be so adamant that you're right just because of your own experiences with 1 gate fe.
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On March 08 2012 05:38 ThatGuy89 wrote:Ok so im a high diamond toss on EU. But i have a massive issue that i dont have set builds that i know i can use going into a game, unless you count PvP i suppose. What i mean by that is, in PvZ i know ill FFE on every map (and i havent got any veto'd) and then on certain maps ill transition into void with zealot +1 timing into a 3rd or tech/all in or whatever. PvT ill open 1 gate FE/1 gate robo FE every game. And then into whichever tech i feel more viable. But i dont have a single build nailed down that i can execute the same every single time on any map in any matchup. I feel like that is required at a much much lower league then mine ( i actually vsed and took out my first few masters players today :o) so what im wandering is, should i spend time on single player just grinding a build out? if so, how many should i have in each PvT and PvZ? And also, which custom maps are good for this, i used yabot once - if thats what its called - is that good? i want one where i can keep doing it over and over without having to leave the game and remake thanks 
Just open xel naga caverns on multiplayer (so you get used to the lag) and spam the build there.
For PvZ learn nexus first FFE, forge first FFE. For mid game strategies I do 7 gates all-ins and 1 stargate to another 2base gate all-in. Timings in early, and a little less in mid game, are so important that you can get to top 8 diamond just by doing well timed 4gates. Then top 1 diamond by doing 2 base all-ins.
Some call me an all-in fag, but I end games so fast, I do that build so many times that build timings become automatic, which leaves me free to micro an stalker or harass with the 12 probe. And then I learn the variations or other builds.
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United States8476 Posts
On March 08 2012 07:45 Kharnage wrote:Show nested quote +On March 08 2012 07:18 NrGmonk wrote:On March 08 2012 07:05 TheHau wrote: Hey guys,
I have a late game PvP question. When you are on 3+ bases and have a maxed out army, what is the best composition? Obviously Colossus is a must, but is there a limit on the number of them you should have? Like don’t go ever 10 or 12? Also, what about a secondary unit? I usually go stalkers with blink to supplement the Colossus and then a Mothership for vortex. However, is it better to go Colossus/Archon if you have enough gas for it? Thanks. If both players are going colossi, then colossi are king. Get as many colossi as possible in your first max off of 2 robos. Archons are the best tanks, but you should only get them to cushion your max. 12 colossi and 3 archons is better than 10 colossi and 6 archons. Mothership should only be gotten as you're about to max out, because although they're definitely worth 8 supply, they're not worth the cost when you're around 140ish supply and your opponent can max out and kill you beofore the mothership comes out. They're also fragile in the sense that 1 feedback cripples them. Again, this is assuming your opponent is also going colossi. This advice isn't completely valid if your opponent is heavy on either archon/chargelot or voidrays. I've seen mass phoenix (22ish?) used against mass colossi and absoloutly devastate it. It's kind of risky though since you get scouted they can stop colossi production and get a higher archon count, which phoenix are pretty bad against  Are there any other ways to 'counter' someone going colossi when they have a higher colossus count than you? trying to play catch-up is a sure way to lose. Yea, phoenix aren't reliable, because of colossi timings. In an even game, you would have made 2 robo while your opponent went for 1 robo + 2 stargates. Make 2 colossi out of your 2nd robo and push.
If you're behind on colossi in colossi wars, it can be hard. The way you play it really depends on what advantages you have like bases, upgrades, etc... If you're not too far behind in colossi, you can play defensively till you catch up. You can do some harass with either prisms or blink stalkers. Or you can go for a risky tech switch like phoenix or voidray and hope your opponent doesn't scout.
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