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On August 16 2011 11:06 SigmaX wrote: Question - in late game Protoss - where should I be using my Chronoboost on? I've seen it stockpile up quite significantly when i have multiple nexi (3/4). Atm, i'm only using it on Upgrades (blink, weapons/armours, etc)
Does anybody else have this problem? :S
I think at lower levels, just keeping it spent on a building that's doing something is all you should worry about.
In general:
-you boost upgrades to hit a timing like Thermal Lance + 2 Collosi, double forge +2 weapons / +2 armor, etc -you boost Nexii if you know you are safe from imminent attack and are building a macro lead, like right after your timing attack has done considerable damage but you don't want to give your opponent a chance to make a comeback -you boost Robos/Stargates the rest of the time
IMHO, if you find yourself boosting warp gates regularly after you're solidly on 2+ bases, it means you don't have enough of them.
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On August 16 2011 08:52 Latedi wrote:Show nested quote +On August 16 2011 08:46 CardinalSC wrote: How do you guys beat 9/10 pool openings? The zealot comes out way too late and I can't punish them if they just expand after. Chronoboost the gateway and bring probes if necessary. There's not much more to do as putting down a forge, complete wall in etc will put you behind. And if you surround the zergling when they get into your base you should be able to retreat some damaged probes with good micro.
I'm a mid-Diamond, so take this FWIW - if another player knows this won't work at Master's League, please let me know:
When I scout any <= 10 pool, I immediately full wall with a forge and cannon behind it, then 4-gate and build up my army in my base while boosting +1 ground weapons (zealots 2 shot lings instead of 3 shot). As soon as the upgrade is done, I knock down the forge and attack. Its never failed to win - the early pool compromises the Zerg's economy enough that even knowing its coming isn't enough, they just won't have the roach numbers to stop you.
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haven't played sc2 since the beginning of season 2 and now i might come back can someone update me about the new trends and flavors in all the protoss match ups? as well as most popular builds that people have success with.
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I know everyone is bitching about PvZ when facing against infestors but I'm in the same boat. I feel pretty lost right now with applying pressure, unit composition, and when to tech. The most success I have had is when I get a fair amount of blink stalkers so I have been trying to get them every game and try to make something work but I have not had consistent success with anything.
This game was pretty typical. I can do my opening fine but get lost when I try to pressure and tech. This particular game I think the biggest mistake was taking my 3rd after I attacked rather than during. After they get a few infestors I feel like I can't put pressure on with gateway units well. Then the guy techs to broodlords which I did not see coming that fast due to lack of scouting or maybe just being unprepared.
Any help would be appreciated. Thanks.
http://www.sc2replayed.com/replay-videos/11966
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On August 16 2011 14:56 Archontas wrote:Show nested quote +On August 16 2011 08:52 Latedi wrote:On August 16 2011 08:46 CardinalSC wrote: How do you guys beat 9/10 pool openings? The zealot comes out way too late and I can't punish them if they just expand after. Chronoboost the gateway and bring probes if necessary. There's not much more to do as putting down a forge, complete wall in etc will put you behind. And if you surround the zergling when they get into your base you should be able to retreat some damaged probes with good micro. I'm a mid-Diamond, so take this FWIW - if another player knows this won't work at Master's League, please let me know: When I scout any <= 10 pool, I immediately full wall with a forge and cannon behind it, then 4-gate and build up my army in my base while boosting +1 ground weapons (zealots 2 shot lings instead of 3 shot). As soon as the upgrade is done, I knock down the forge and attack. Its never failed to win - the early pool compromises the Zerg's economy enough that even knowing its coming isn't enough, they just won't have the roach numbers to stop you.
Making a forge and a canon will put you really far behind vs a 10pool while it's almost required against a 6pool. A zerg player who 10pooled would be able to get enough spines and roach/ling to defend the all in if made maybe ~6-10 zerglings and the continued with drone production and expanding.
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The only way I know to beat zerg right now is to hide production structures and fake-expand to fool them into going into drone-mode, then all-in. You have to walk a fine line between looking passive and looking easy to run over, since looking either too aggressive or too weak will motivate the zerg to build units. Bottom line is that I just don't know how to beat zerg in an honest game anymore now that they can always have a more effective unit composition *and* always win at macro *and* scout very effectively. I just have to try and fake out their scouting and leverage the element of surprise. Zergs all seem to have the counters to the traditional all-ins down pat; it's not hard to beat any number of stalkers from any number of gates when they see it coming a couple of minutes ahead of time.
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yea i think it is BS how blizzard isnt going to patch anything until the Expansion comes out. Clearly zerg needs some nerfing or toss some buffing.
User was warned for this post
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I just went up against a zerg who went for the Infestor/Ling/Bling style coupled with a few infestor drops here and there. The drops themselves did some pretty big damage worker wise.
Anyway, I countered ( or at least tried to ), with lot/sentry/stalker/HT, but I still got my ass handed to me.
Could anyone maybe watch the replay, and give me a few tips on what to work on, and how to generally approach this zerg style? It feels really frustrating to go up against.
http://www.sc2replayed.com/replays/175470-1v1-protoss-zerg-antiga-shipyard
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So I played a zerg, who dropped my main ( shattered temple) and when i was defending he would attack my third. If I were to split my protoss ball to defend how do i know exactly how much i should send on each place without all my groups of units that ive split dying. heres the replay http://www.2shared.com/file/YGLZmM3I/The_Shattered_Temple__6_.html id much appriciate ur help guys. love this thread btw. also feel free to give me any advise. im diamond.
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How do you split probes between your main and your new expansion?
a) Keep the main saturated (16 worker) and transfer excess probes to the expansion and set both rally points on expansion minerals or b) split your probes even on both bases and saturate both with their own nexus?
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On August 17 2011 02:51 Ada wrote: How do you split probes between your main and your new expansion?
a) Keep the main saturated (16 worker) and transfer excess probes to the expansion and set both rally points on expansion minerals or b) split your probes even on both bases and saturate both with their own nexus?
Meh, it doesn't really matter in the long run, except for things like Gold bases.
To answer your question, though, I generally transfer ~half my mineral mining probes to the expansion. I feel (but have no evidence to prove) that this prevents my current base from depleting as fast. It's just a preferential thing.
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On August 17 2011 02:51 Ada wrote: How do you split probes between your main and your new expansion?
a) Keep the main saturated (16 worker) and transfer excess probes to the expansion and set both rally points on expansion minerals or b) split your probes even on both bases and saturate both with their own nexus?
b)
Technically if you have the APM/multitasking for it a) is a tad better (since, for example, 50 minerals 2 minutes into the game is worth more than 50 minerals 5 minutes into the game) but it requires you to re-rally your main nexus after your natural saturates so the extra action makes it not worth it.
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What's the best way to punish hatch first after opening with a gateway. I believe it has been established that hatch first is not safe against protoss, so it's rarely seen in high level of play. However when I try to punish it (eg. dropping forge asap and attempting to cannon rush) it just fails miserably.
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On August 17 2011 03:32 habermas wrote: What's the best way to punish hatch first after opening with a gateway. I believe it has been established that hatch first is not safe against protoss, so it's rarely seen in high level of play. However when I try to punish it (eg. dropping forge asap and attempting to cannon rush) it just fails miserably.
Go FFE, 13 forge, and 15 cannon forge on the high groundd cannon and second pylon on the low ground. then if you a fast hatch put 2 1 or pylons down with 2 cannons, if not just block the hatch a little by putting a pylon down and then continue scouting. i suggest you read the first page of this tyhread for tips on FFE and safe and you can punish with it.
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how do I counter a 1 base 100 food allin of tanks/raven/rines/scvs?
trying a 2gate robo exp build turned out bad, seems that stalkers/zealots/immortals didn't do the trick.
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Let's say in a PvP, I've opened Blink Stalkers and the other person has opened Robotics. If he decides to just go attack me with his entire army once he hits 2-3 Immortals, is the only solution a base trade? And if so, what should I be doing to help ensure that I win?
Btw thanks to all of the people that are helping to answer questions, this is really a fantastic thread :D
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Question - I'm a protoss gold level player that haven't played since season 1 and coming back now in season 3 everything feels messed up. Back then I pretty much 4 gated to win but now I can't win anything with a 4 gate. Is it me who is a lot worse now or is the 4 gate not good anymore? What happens is pretty much that I'm unable to break the front but keeps warping in units constantly and I pretty much never get passed Gateway tech exept for an observer.
My theory is that I have to expand and get some colossi before I attack. Even FE zergs fend of my 4 gates easily at the 7 minute mark.
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On August 16 2011 19:17 Latedi wrote:Show nested quote +On August 16 2011 14:56 Archontas wrote:On August 16 2011 08:52 Latedi wrote:On August 16 2011 08:46 CardinalSC wrote: How do you guys beat 9/10 pool openings? The zealot comes out way too late and I can't punish them if they just expand after. Chronoboost the gateway and bring probes if necessary. There's not much more to do as putting down a forge, complete wall in etc will put you behind. And if you surround the zergling when they get into your base you should be able to retreat some damaged probes with good micro. I'm a mid-Diamond, so take this FWIW - if another player knows this won't work at Master's League, please let me know: When I scout any <= 10 pool, I immediately full wall with a forge and cannon behind it, then 4-gate and build up my army in my base while boosting +1 ground weapons (zealots 2 shot lings instead of 3 shot). As soon as the upgrade is done, I knock down the forge and attack. Its never failed to win - the early pool compromises the Zerg's economy enough that even knowing its coming isn't enough, they just won't have the roach numbers to stop you. Making a forge and a canon will put you really far behind vs a 10pool while it's almost required against a 6pool. A zerg player who 10pooled would be able to get enough spines and roach/ling to defend the all in if made maybe ~6-10 zerglings and the continued with drone production and expanding.
Yeah, that's what I thought might happen against zergs with better judgement... at my level, they always burn too many larva on lings before scouting the wall.
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On August 17 2011 04:55 Animostas wrote: Let's say in a PvP, I've opened Blink Stalkers and the other person has opened Robotics. If he decides to just go attack me with his entire army once he hits 2-3 Immortals, is the only solution a base trade? And if so, what should I be doing to help ensure that I win?
Btw thanks to all of the people that are helping to answer questions, this is really a fantastic thread :D
If it's just 2-3 immortals without any colossus... just warp in sentries and FF your ramp? EZ win for you.
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