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On March 21 2012 10:37 Wombat_NI wrote:Show nested quote +On March 21 2012 07:15 Nible wrote: Hey guys! My Terran friend and I are both plat. When we play against eachother he almost never has more than 50 SCVs and his army is always freaking huge in comparison to mine. Should this be viable? Is it an all in? How can I defend myself from this and still continue making probes until I hit something around 70 of them?
Thanks! Sorry, need a bit more information really. I mean does he take a third and plug the income gap with mules while cutting SCVs, do you skimp on units to tech really greedily? Etc etc etc. There are too many variables that you'd need to put in your post before it's really possible to give you decent advice. Ok, would a replay help? I think I tech quite greedily, colossus and double forge. But it feels like I need both to be on even footing with him, he takes double E-bay and how would I kill a bio ball without splash? Is HT better?
He sometimes take a third, around the time that he attacks. He says it doesn't feel like he actually needs more SCVs since he usually isn't on more than two bases at once.
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Im high master zerg and switching Protoss, so Ive been trying to make my own 7 gate Blink build on 4 gas. moving out with 4 sentries and a couple of stalkers at 8:50 +2 att.
I know that when I defend a build like that I make roach ling at 8:30 non stop. My question, is this an ideal time to move out 8:50? Cus when I do this build it seems weaker, than when I play zerg lol.
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On March 20 2012 04:08 Rasera wrote:Show nested quote +On March 20 2012 03:14 solid.PhanT wrote: I tried this "Bischu Anti 4-Gate" build (http://wiki.teamliquid.net/starcraft2/Bischu_Anti-4Gate_%28vs._Protoss%29), but I can't defend a 4 Gate with only 2 Gates. Does the "@150 minerals Gateway (2)" mean that I add the second Gateway or do I add two Gateways? Moreover does anyone know how many chronoboosts I should spend on warpgate research? From the way the liquipedia page is written and the provided VOD, it looks like your chronoboosts are spent on the nexus until your robo finishes, than spent solely on immortals. Don't spend any chrono's on warpgate. It means that you add a second gateway, but the build recommends throwing down a 3rd gateway if the micro is too intensive for the player. He also recommends the 3rd gate when you play against people who delay the 4 gate for extra warp-ins.
Thank you very much! 
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On March 21 2012 20:27 itsNifty wrote: Im high master zerg and switching Protoss, so Ive been trying to make my own 7 gate Blink build on 4 gas. moving out with 4 sentries and a couple of stalkers at 8:50 +2 att.
I know that when I defend a build like that I make roach ling at 8:30 non stop. My question, is this an ideal time to move out 8:50? Cus when I do this build it seems weaker, than when I play zerg lol.
Yes the time it's okay , it's normal that you feel it weaker, I am protoss and when i play terran for fun the strategies are ¨weaker¨ than when i play toss =/
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On metalopolis, if a zerg directly take the gold, what is the best response? I've to allin him ? and how .. or i can just straight up to a macrogame? ofc, in case of gatexpand and FFE either..
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On metalopolis, if a zerg directly take the gold, what is the best response? I've to allin him ? and how .. or i can just straight up to a macrogame? ofc, in case of gatexpand and FFE either..
Hah you die!  for real though unless you are dead-set on FFE every match up, I would strongly consider either not FFE on maps with gold or being agressive be before warpgate. Recently I have started making 3-4 gate ways for zelots while core is building, delaying warpgate and doing a zealot push once you chrono out about 6-8 zealots, this seems to work good even more so if you hide all but two until you get to their base they just rip through lings drones and queens.
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On March 21 2012 20:27 itsNifty wrote: Im high master zerg and switching Protoss, so Ive been trying to make my own 7 gate Blink build on 4 gas. moving out with 4 sentries and a couple of stalkers at 8:50 +2 att.
I know that when I defend a build like that I make roach ling at 8:30 non stop. My question, is this an ideal time to move out 8:50? Cus when I do this build it seems weaker, than when I play zerg lol.
Take care of cutting workers and crhonoing ur gates on time.
And my own question:
I am facing a lot lately the old and used mech style vs toss, and I am having a lot of problems dealing with heavy banshee into thor, with some marines in mid late game. I dont know what kind of composition should I aim for , besides immortal+zealot with charge and lots ofs phoenixes. But still I lose the battles badly even poking and trying to get good engagements, but at the end , banshees have a crazy dps, and can ignore the phoenixes for enough time, to kill all my army and destroy 1/2 bases. Any help on the issue?
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On March 21 2012 22:21 DreamOen wrote:Show nested quote +On March 21 2012 20:27 itsNifty wrote: Im high master zerg and switching Protoss, so Ive been trying to make my own 7 gate Blink build on 4 gas. moving out with 4 sentries and a couple of stalkers at 8:50 +2 att.
I know that when I defend a build like that I make roach ling at 8:30 non stop. My question, is this an ideal time to move out 8:50? Cus when I do this build it seems weaker, than when I play zerg lol.
Take care of cutting workers and crhonoing ur gates on time. And my own question: I am facing a lot lately the old and used mech style vs toss, and I am having a lot of problems dealing with heavy banshee into thor, with some marines in mid late game. I dont know what kind of composition should I aim for , besides immortal+zealot with charge and lots ofs phoenixes. But still I lose the battles badly even poking and trying to get good engagements, but at the end , banshees have a crazy dps, and can ignore the phoenixes for enough time, to kill all my army and destroy 1/2 bases. Any help on the issue?
Skip the phoenixes. They get ripped apart by thors anyway. Use stalker early-mid game and get templars. They can feedback both banshees and thors. Banshees should be priority for feedback though as the immortals should be able to handle the thors.
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how to train decission making?
i keep losing pvp despite of having a HUGE advantage (defending 4gate with ~250 mineral loss vs ~1100 ressources lost, for exmaple) but i keep making the wrong decissions to follow up.. if i expand and defend he smashes my army with chargelot zealots off of one base. if i try to kill him right away i cant get up his ramp and the ressources lost equalize and he defeats me later with more colossi than i have.
im in diamond at ~400 points right now and my pvz and pvt are decent, but i keep losing in pvp because i make wrong decissions regarding when to attack, when to defend, expand or tech.
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On March 22 2012 02:56 Drowzee wrote: how to train decission making?
i keep losing pvp despite of having a HUGE advantage (defending 4gate with ~250 mineral loss vs ~1100 ressources lost, for exmaple) but i keep making the wrong decissions to follow up.. if i expand and defend he smashes my army with chargelot zealots off of one base. if i try to kill him right away i cant get up his ramp and the ressources lost equalize and he defeats me later with more colossi than i have.
im in diamond at ~400 points right now and my pvz and pvt are decent, but i keep losing in pvp because i make wrong decissions regarding when to attack, when to defend, expand or tech. I think your problem is that you are trying to finish the game too fast, let him sit on the top of the ramp, just wait below have observer to give high ground vision, have few sentries to cut his army in half when he tries to move out. Just play it safe.
After defending 4-gate scout him with observer and see what he is doing, if he is teching to collosus he have only like zealots, then just get one immortal and 4-gate and run over him before his collosus numbers grow too large, with nicely placed forcefields his zealots cant do anything.
If he goes for some blink stalker play, just get some immortals and expand, he cant directly fight with you.
If he tries to make some immortal push, just pump out your own immortals and be ready on top of the ramp with better concave and forcefields.
If he tries to expand just attack and kill him.
4-gate isnt so all in if you stop probing aswell, just stay ahead on worker count and play it safe and you shouldnt have any problems with winning
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On March 22 2012 02:56 Drowzee wrote: how to train decission making?
i keep losing pvp despite of having a HUGE advantage (defending 4gate with ~250 mineral loss vs ~1100 ressources lost, for exmaple) but i keep making the wrong decissions to follow up.. if i expand and defend he smashes my army with chargelot zealots off of one base. if i try to kill him right away i cant get up his ramp and the ressources lost equalize and he defeats me later with more colossi than i have.
im in diamond at ~400 points right now and my pvz and pvt are decent, but i keep losing in pvp because i make wrong decissions regarding when to attack, when to defend, expand or tech.
Decision making is not really trained. It comes by experience from playing many games.
If you have an expansion and he all-ins you with mass chargelots you need to narrow/block your entrance with buildings. The key is to not get surrounded by chargelots or else you will die.
You said you try to kill him right away, but with what? If he's going mass chargelots you will need colossus. blink stalkers or immortals wont do anything, and going for council tech yourself is pretty late (+you should have a robo anyway for obs, so colossus is the best option). Simply sit back with your economic advantage, get a critical amount of colossus and push out for an easy victory. There's no need to kill him off early on, because if you do and you mess up, it puts him back into the game.
PvP is quite a difficult matchup and involves alot of reading on the opponent's motives. Try watching pro gamers during pvp from their perspective only, and see how they play it out. If they attack, try to figure out why they did so, or what piece of information made them do this certain move.
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On March 21 2012 07:11 Ksquared wrote: What is the best way to use blink stalkers? Harass him and expand because you will have map control? That is what I've been doing, and I was just curious if that was the thing to do. For PvZ is stragate viable for someone in the gold leage? I hate doing two base all ins.
Abuse terrain (e.g. shakuras plateau), good blink micro will save you many units and destroy alot of his, mobility for harassment as well as defense (from 1st to 3rd base).
Assuming u're talking about PvZ, after FFE, you can transition into 7gate +2 all in or 6gate +2 harass with 2 groups, each attacking in different locations + buying time to establish 3rd base.
stargate openings are viable for all leagues. 1 stargate's primary purpose is to harass, deny third, and scout. If you open 2 stargate and mass voidray/pheonix then it is considered a cheese, because if your attack fails you will be severely behind.
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On March 21 2012 22:29 Latedi wrote:Show nested quote +On March 21 2012 22:21 DreamOen wrote:On March 21 2012 20:27 itsNifty wrote: Im high master zerg and switching Protoss, so Ive been trying to make my own 7 gate Blink build on 4 gas. moving out with 4 sentries and a couple of stalkers at 8:50 +2 att.
I know that when I defend a build like that I make roach ling at 8:30 non stop. My question, is this an ideal time to move out 8:50? Cus when I do this build it seems weaker, than when I play zerg lol.
Take care of cutting workers and crhonoing ur gates on time. And my own question: I am facing a lot lately the old and used mech style vs toss, and I am having a lot of problems dealing with heavy banshee into thor, with some marines in mid late game. I dont know what kind of composition should I aim for , besides immortal+zealot with charge and lots ofs phoenixes. But still I lose the battles badly even poking and trying to get good engagements, but at the end , banshees have a crazy dps, and can ignore the phoenixes for enough time, to kill all my army and destroy 1/2 bases. Any help on the issue? Skip the phoenixes. They get ripped apart by thors anyway. Use stalker early-mid game and get templars. They can feedback both banshees and thors. Banshees should be priority for feedback though as the immortals should be able to handle the thors.
I tryed this, and DIED horribly today. here is the replay http://www.mediafire.com/?knrvk04kd4ch0ci in case anyone feels open to help.
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Northern Ireland23772 Posts
On March 21 2012 15:21 Nible wrote:Show nested quote +On March 21 2012 10:37 Wombat_NI wrote:On March 21 2012 07:15 Nible wrote: Hey guys! My Terran friend and I are both plat. When we play against eachother he almost never has more than 50 SCVs and his army is always freaking huge in comparison to mine. Should this be viable? Is it an all in? How can I defend myself from this and still continue making probes until I hit something around 70 of them?
Thanks! Sorry, need a bit more information really. I mean does he take a third and plug the income gap with mules while cutting SCVs, do you skimp on units to tech really greedily? Etc etc etc. There are too many variables that you'd need to put in your post before it's really possible to give you decent advice. Ok, would a replay help? I think I tech quite greedily, colossus and double forge. But it feels like I need both to be on even footing with him, he takes double E-bay and how would I kill a bio ball without splash? Is HT better? He sometimes take a third, around the time that he attacks. He says it doesn't feel like he actually needs more SCVs since he usually isn't on more than two bases at once. That gives me enough information to give you a hand I think! If you spot your opponent going for that dual-engi upgrade style you can play even more greedily. That kind of investment delays his medivacs and various other aggressive timings that he can hit against you, so you can tech even more greedily, or secure a third faster. Alternatively you could really pare down your attempts to play a macro game and hit a fast collosus range timing with 2/2 which can outright kill your opponent, especially as the Starport is a little delayed due to the investment in upgrades. Indeed the first iterations of double forge builds were based around hitting that kind of timing rather than as being a catch-all macro style.
Also credit to ngrMonk for this fine thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=292549 That's just a more in depth guide to dealing with certain quirks of the kind of double forge style you're talking about, very useful all round.
Also look up MC's 1 gate FE which is a build that transitions very well into the dual forge style http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136
There are a lot of subtle things in those guides that you can take and use, more than I can recall to memory atm. Hope that helped.
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On March 22 2012 06:14 Wombat_NI wrote:Show nested quote +On March 21 2012 15:21 Nible wrote:On March 21 2012 10:37 Wombat_NI wrote:On March 21 2012 07:15 Nible wrote: Hey guys! My Terran friend and I are both plat. When we play against eachother he almost never has more than 50 SCVs and his army is always freaking huge in comparison to mine. Should this be viable? Is it an all in? How can I defend myself from this and still continue making probes until I hit something around 70 of them?
Thanks! Sorry, need a bit more information really. I mean does he take a third and plug the income gap with mules while cutting SCVs, do you skimp on units to tech really greedily? Etc etc etc. There are too many variables that you'd need to put in your post before it's really possible to give you decent advice. Ok, would a replay help? I think I tech quite greedily, colossus and double forge. But it feels like I need both to be on even footing with him, he takes double E-bay and how would I kill a bio ball without splash? Is HT better? He sometimes take a third, around the time that he attacks. He says it doesn't feel like he actually needs more SCVs since he usually isn't on more than two bases at once. That gives me enough information to give you a hand I think! If you spot your opponent going for that dual-engi upgrade style you can play even more greedily. That kind of investment delays his medivacs and various other aggressive timings that he can hit against you, so you can tech even more greedily, or secure a third faster. Alternatively you could really pare down your attempts to play a macro game and hit a fast collosus range timing with 2/2 which can outright kill your opponent, especially as the Starport is a little delayed due to the investment in upgrades. Indeed the first iterations of double forge builds were based around hitting that kind of timing rather than as being a catch-all macro style. Also credit to ngrMonk for this fine thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=292549That's just a more in depth guide to dealing with certain quirks of the kind of double forge style you're talking about, very useful all round. Also look up MC's 1 gate FE which is a build that transitions very well into the dual forge style http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136There are a lot of subtle things in those guides that you can take and use, more than I can recall to memory atm. Hope that helped. Alright, I'll look into those guides. That might help me get a better feeling of what you can and can't do with limited econ, and what you need to sacrifice for doing certain things.
Thank you so much!
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Does anyone know a 1 or 2 gate into double immortal drop strat in PvP, where you rush to 2 immortals and go when the warp prism finishes, i am guessing a timing btween 6:30 and 7:30 minutes, possibly earlier, go straight to enemy's mineral line and start warping in zealots and harass probes while using the 2 immortals to focus down stalkers
once they have no anti air, micro the immortals with the warp prism if they get surrounded by zealots or workers, and then proceed to unpower buildings
the goal is to avoid getting too many gateway units before the 2 immortals and prism, but also being able to fend off any agressive 3/4 gate i have seen this build on the korean ladder but I cant seem to find this particular build...
any help or ideas would be greatly appreciated, thanks TLers and have an AWESOME day!!! <3
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On March 21 2012 22:21 DreamOen wrote:Show nested quote +On March 21 2012 20:27 itsNifty wrote: Im high master zerg and switching Protoss, so Ive been trying to make my own 7 gate Blink build on 4 gas. moving out with 4 sentries and a couple of stalkers at 8:50 +2 att.
I know that when I defend a build like that I make roach ling at 8:30 non stop. My question, is this an ideal time to move out 8:50? Cus when I do this build it seems weaker, than when I play zerg lol.
Take care of cutting workers and crhonoing ur gates on time. And my own question: I am facing a lot lately the old and used mech style vs toss, and I am having a lot of problems dealing with heavy banshee into thor, with some marines in mid late game. I dont know what kind of composition should I aim for , besides immortal+zealot with charge and lots ofs phoenixes. But still I lose the battles badly even poking and trying to get good engagements, but at the end , banshees have a crazy dps, and can ignore the phoenixes for enough time, to kill all my army and destroy 1/2 bases. Any help on the issue?
Mech can be hard to deal with if you dont respond correctly, the marine banshee thor style is just another version of the 1-1-1, and i think the best way to deal with it is diversifying your tech in the late game by going zealot colossus and phoenix since stalkers and immortals lack colossi's range, they melt to marines and banshee. if you have the gas, going HT would help if you feed back on the thors and banshee, and having storm to deal w/ the remaining marines.
hope that helps ;P
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I'm a Plat P having some trouble with PvT and PvZ, but I'll try keeping these problems separated in this post;)
PvT: Basically, I try to 1gate FE every PvT if the map/spawns allow it. I use HuK's expand if they go for a gasless expo, if I scout gas I'll go for MC's build (Zealot->2x Chrono'd Stalkers->Poke). If unsure or late scout, MC's build. I think I do fine with either build up until the 10-12 minute mark. My problem is that lately I've sort of lost track of what a good gameplan for the rest of the game is. Double Forge into third? Immediately go Colossus and use those as cover for a third? Go Chargelot Archon? I guess my question is: What are the upsides/downsides to each of these styles, when should either be used, and what is the aim of that style? Might be require a bit of a big answer - if so: sorry.
PvZ: More or less the same thing, just earlier in the game. I try to FFE everywhere (yes, even Shattered and Meta), since I find 3gate openings to be pretty darn weak against the openings I face (perhaps they aren't and I just don't know of some good pressure options. If so, by all means enlighten me on one or two;)). I keep my money pretty low during the whole thing, get two cannons up, poke with two Zealots at around 7.30/8 minutes to see what they're doing and if a Roach all-in is coming. However, just yesterday it was once again confirmed that, even if you see the all-in coming, the extra Cannons take longer to build than it takes non-speed roaches to cross the map so you just die regardless. What would be a reasonable gameplan/build if you have been able to confirm gas and a Pool before Hatch, but your scouting after that has been denied by lings outside your base? (I tried hiding a probe outside early, but that one got caught-_-). In other words, what is the safest FFE I can do that can survive Roach/ling all-ins at 8.30 assuming I can't scout for a third?
(Example rep: here. Probably not the best example, but still valid I guess). Many thanks in advance!
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On March 22 2012 21:29 DarQraven wrote:I'm a Plat P having some trouble with PvT and PvZ, but I'll try keeping these problems separated in this post;) PvT: Basically, I try to 1gate FE every PvT if the map/spawns allow it. I use HuK's expand if they go for a gasless expo, if I scout gas I'll go for MC's build (Zealot->2x Chrono'd Stalkers->Poke). If unsure or late scout, MC's build. I think I do fine with either build up until the 10-12 minute mark. My problem is that lately I've sort of lost track of what a good gameplan for the rest of the game is. Double Forge into third? Immediately go Colossus and use those as cover for a third? Go Chargelot Archon? I guess my question is: What are the upsides/downsides to each of these styles, when should either be used, and what is the aim of that style? Might be require a bit of a big answer - if so: sorry. PvZ: More or less the same thing, just earlier in the game. I try to FFE everywhere (yes, even Shattered and Meta), since I find 3gate openings to be pretty darn weak against the openings I face (perhaps they aren't and I just don't know of some good pressure options. If so, by all means enlighten me on one or two;)). I keep my money pretty low during the whole thing, get two cannons up, poke with two Zealots at around 7.30/8 minutes to see what they're doing and if a Roach all-in is coming. However, just yesterday it was once again confirmed that, even if you see the all-in coming, the extra Cannons take longer to build than it takes non-speed roaches to cross the map so you just die regardless. What would be a reasonable gameplan/build if you have been able to confirm gas and a Pool before Hatch, but your scouting after that has been denied by lings outside your base? (I tried hiding a probe outside early, but that one got caught-_-). In other words, what is the safest FFE I can do that can survive Roach/ling all-ins at 8.30 assuming I can't scout for a third? (Example rep: here. Probably not the best example, but still valid I guess). Many thanks in advance!
Hey DarQraven,
PvT- Your opening is very good. So the next step would be to determine what strategy to go with. There are two tech paths- robo and council, each with its strengths and weaknesses, and it will depend on what you scout. If he is going for a ghost timing push then it will utterly DESTROY council strategy, so you must opt for colossus tech (2 will be enough to hold their push+ good force fields). You don't want more than 4 colossus. You will force vikings out of him, and before he attacks you must transition into templar/archon. Other than that, it is very popular to go directly into double forge council tech path (as you said chargelot+archons/templar), now with the upgrades buff. As to when to take a third it will come with game sense, that will be hard to explain. The goal of this strategy is simply making it easier for the protoss user to execute (most of the time A-move is enough, with good force fields, then later on get good storms off him). Afterwards you want to add in colossus tech as well to really make it hard for terrans to engage. It's important to have alot of gateways/robotics to constantly switch tech paths between templar/archon and colossus so the terran won't know how many vikings to make.
PvZ- It's not too good to FFE every game, it's better to mix it up once in awhile with 1-3g FE. Gate FE has good opportunities to do pressure builds while probing up. I don't know exact build orders, it's better to just know the idea and play it out rather than memorize it to the letter  If he cleared all your scouts, then you probably want to go stargate opening just to be safe + get free scouting. Massing cannons takes alot of minerals and you have to sim city perfectly. It's just easier with air. Get 1-2 voidrays + 3-4pheonix. You will never lose to an all in and you can apply pressure to their 3rd (some bad zergs just die from this lol). Hope this helps!
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On March 22 2012 22:41 Makuly wrote:Show nested quote +On March 22 2012 21:29 DarQraven wrote:I'm a Plat P having some trouble with PvT and PvZ, but I'll try keeping these problems separated in this post;) PvT: Basically, I try to 1gate FE every PvT if the map/spawns allow it. I use HuK's expand if they go for a gasless expo, if I scout gas I'll go for MC's build (Zealot->2x Chrono'd Stalkers->Poke). If unsure or late scout, MC's build. I think I do fine with either build up until the 10-12 minute mark. My problem is that lately I've sort of lost track of what a good gameplan for the rest of the game is. Double Forge into third? Immediately go Colossus and use those as cover for a third? Go Chargelot Archon? I guess my question is: What are the upsides/downsides to each of these styles, when should either be used, and what is the aim of that style? Might be require a bit of a big answer - if so: sorry. PvZ: More or less the same thing, just earlier in the game. I try to FFE everywhere (yes, even Shattered and Meta), since I find 3gate openings to be pretty darn weak against the openings I face (perhaps they aren't and I just don't know of some good pressure options. If so, by all means enlighten me on one or two;)). I keep my money pretty low during the whole thing, get two cannons up, poke with two Zealots at around 7.30/8 minutes to see what they're doing and if a Roach all-in is coming. However, just yesterday it was once again confirmed that, even if you see the all-in coming, the extra Cannons take longer to build than it takes non-speed roaches to cross the map so you just die regardless. What would be a reasonable gameplan/build if you have been able to confirm gas and a Pool before Hatch, but your scouting after that has been denied by lings outside your base? (I tried hiding a probe outside early, but that one got caught-_-). In other words, what is the safest FFE I can do that can survive Roach/ling all-ins at 8.30 assuming I can't scout for a third? (Example rep: here. Probably not the best example, but still valid I guess). Many thanks in advance! Hey DarQraven, PvT- Your opening is very good. So the next step would be to determine what strategy to go with. There are two tech paths- robo and council, each with its strengths and weaknesses, and it will depend on what you scout. If he is going for a ghost timing push then it will utterly DESTROY council strategy, so you must opt for colossus tech (2 will be enough to hold their push+ good force fields). You don't want more than 4 colossus. You will force vikings out of him, and before he attacks you must transition into templar/archon. Other than that, it is very popular to go directly into double forge council tech path (as you said chargelot+archons/templar), now with the upgrades buff. As to when to take a third it will come with game sense, that will be hard to explain. The goal of this strategy is simply making it easier for the protoss user to execute (most of the time A-move is enough, with good force fields, then later on get good storms off him). Afterwards you want to add in colossus tech as well to really make it hard for terrans to engage. It's important to have alot of gateways/robotics to constantly switch tech paths between templar/archon and colossus so the terran won't know how many vikings to make. PvZ- It's not too good to FFE every game, it's better to mix it up once in awhile with 1-3g FE. Gate FE has good opportunities to do pressure builds while probing up. I don't know exact build orders, it's better to just know the idea and play it out rather than memorize it to the letter  If he cleared all your scouts, then you probably want to go stargate opening just to be safe + get free scouting. Massing cannons takes alot of minerals and you have to sim city perfectly. It's just easier with air. Get 1-2 voidrays + 3-4pheonix. You will never lose to an all in and you can apply pressure to their 3rd (some bad zergs just die from this lol). Hope this helps!
Thanks for the advice! If you look at the replay I posted under the PvZ section, you'll notice I was actually going for a Stargate opener already. However, I think: 1. My build might be off for that, since the Roaches hit before I even had a single Phoenix, and I had to skip the void rays to keep probing. 2. Do you mean Stargate off of a Gate expand?
I might try the 1-3gate expand some more. Obviously I know how to do a 3gate expand (since that's all you could do for a large part of SC2's life), but whenever I opt for a <3 gate expand I just get overrun by speedlings and die. Might need some practice with that.
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