• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:18
CEST 07:18
KST 14:18
  • 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
[ASL22] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism4Official StarCraft website teases new content ahead of BlizzCon?118Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Rough Waters ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
[ASL22] Ro16 Group B [Megathread] Daily Proleagues 2v2v2v2 Tournament [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6773 users

The Protoss Help Me Thread - Page 203

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 201 202 203 204 205 432 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 States8477 Posts
March 07 2012 03:54 GMT
#4041
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.
Moderator
Kharnage
Profile Joined September 2011
Australia920 Posts
March 07 2012 03:55 GMT
#4042
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.
elctrc_wzrd
Profile Joined October 2010
Canada61 Posts
March 07 2012 05:24 GMT
#4043
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
BM
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
March 07 2012 05:35 GMT
#4044
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.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Xaldarian
Profile Joined February 2012
Netherlands65 Posts
March 07 2012 08:46 GMT
#4045
[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?
Those who lived in darkness have seen a great light
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2012-03-07 09:42:09
March 07 2012 09:41 GMT
#4046
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.
I am Latedi.
Xaldarian
Profile Joined February 2012
Netherlands65 Posts
Last Edited: 2012-03-07 15:44:39
March 07 2012 11:22 GMT
#4047
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.
Those who lived in darkness have seen a great light
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
Last Edited: 2012-03-07 20:40:28
March 07 2012 20:38 GMT
#4048
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
TheHau
Profile Joined December 2010
United States11 Posts
March 07 2012 22:05 GMT
#4049
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.
monk
Profile Blog Joined May 2009
United States8477 Posts
Last Edited: 2012-03-07 22:19:24
March 07 2012 22:18 GMT
#4050
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.
Moderator
McTeazy
Profile Joined January 2012
Canada297 Posts
March 07 2012 22:31 GMT
#4051
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)
a person is smart, people are stupid
zarcel
Profile Joined March 2012
Poland7 Posts
March 07 2012 22:43 GMT
#4052
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.
Kharnage
Profile Joined September 2011
Australia920 Posts
March 07 2012 22:45 GMT
#4053
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.
Mikelius
Profile Joined September 2010
Germany517 Posts
March 07 2012 22:48 GMT
#4054
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.
Less QQ, more PewPew
Kharnage
Profile Joined September 2011
Australia920 Posts
March 07 2012 22:52 GMT
#4055
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.
monk
Profile Blog Joined May 2009
United States8477 Posts
March 07 2012 22:58 GMT
#4056
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.
Moderator
xlava
Profile Blog Joined March 2011
United States676 Posts
Last Edited: 2012-03-07 23:37:44
March 07 2012 23:33 GMT
#4057
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
monk
Profile Blog Joined May 2009
United States8477 Posts
March 07 2012 23:44 GMT
#4058
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.
Moderator
pphp
Profile Blog Joined September 2010
Brazil24 Posts
March 08 2012 00:13 GMT
#4059
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.

The smart is not the one who knows the most, it is the one who learns the fastest.
monk
Profile Blog Joined May 2009
United States8477 Posts
March 08 2012 00:34 GMT
#4060
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.
Moderator
Prev 1 201 202 203 204 205 432 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#98
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 0
StarCraft: Brood War
Rain 2604
sSak 75
Yoon 49
910 33
Mind 27
Hm[arnc] 24
Noble 10
Icarus 8
Dota 2
monkeys_forever407
League of Legends
JimRising 775
Super Smash Bros
hungrybox504
Other Games
summit1g9295
WinterStarcraft437
C9.Mang0284
Maynarde89
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH343
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21606
• lizZardDota269
League of Legends
• Lourlo1226
Upcoming Events
Kung Fu Cup
5h 42m
Replay Cast
18h 42m
The PondCast
1d 4h
KCM Race Survival
1d 4h
Escore
2 days
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
4 days
[ Show More ]
BlizzCon
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
WardiTV Weekly
5 days
Afreeca Starleague
6 days
GSL
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-08
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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 © 2026 TLnet. All Rights Reserved.