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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. |
On May 11 2012 22:20 Xaeldaren wrote: Does anyone have any advice on improving forcefields? It's the weakest part of my play at the moment and it's losing me games I should win outright because my micro is so poor.
Try searching for forcefild trainer map.
On May 11 2012 22:26 YesEvil wrote: Alright this is probably already answered but I have to ask... How do you beat a 1-1-1? I have tried everything, and they always seem to have an army and be ahead in eco. Its ridiculous.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379 QTIP's guide.
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In PvT, say I 1-gate fe then drop 2 more gates and a robo. What would my observers spot for me not to drop a bay directly? It may seem like an easy question, but I'm not sure what factory and starport addons, and the numbers, that would make me go for templars or stargate play instead.
Could someone tell me what terran mid-game compositions are really terrible for colossi and what I should be looking for to see if he's building up towards any of those? What would I use against each, archives or stargates?
Are colossus still decent for pushing at around 10-11 mins (primarily in lower leagues, but also in the higher), so should I still get the bay and then get one of the other options?
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@TheExodus 1. If you see BansheeAllin or 1-1-1 you shouldn´t drop the Bay. You need Storm when your Colos won´t work anymore. Stargate only vs Mech. 2. Well, if the Terran scouts you early colos early he can react properly and pump out a lot of vikings. That´s pretty bad because you won´t have effective Aoe when he attacks. 3. You can do the 3 Colo Allin. Hits around 12 and is pretty strong. Because even if scoutet the viking count is going to be pretty low and you can easily snipe them.
Greetings.
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On May 11 2012 22:20 Xaeldaren wrote: Does anyone have any advice on improving forcefields? It's the weakest part of my play at the moment and it's losing me games I should win outright because my micro is so poor.
You have various micro trainers out there. Dont remember the name of it, but there is one with a "hold the ramp" with sentries. Maybe someone else remembers? Else u have the "Blink Force Field Challenge" made by mouzMorrow
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Italy12246 Posts
On May 12 2012 09:29 hersimp wrote:Show nested quote +On May 11 2012 22:20 Xaeldaren wrote: Does anyone have any advice on improving forcefields? It's the weakest part of my play at the moment and it's losing me games I should win outright because my micro is so poor. You have various micro trainers out there. Dont remember the name of it, but there is one with a "hold the ramp" with sentries. Maybe someone else remembers? Else u have the "Blink Force Field Challenge" made by mouzMorrow
Darglein's Micro Trainer, lots of protoss challenges in there have ff's.
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Does anyone know where I can find a good pvt build where it goes templar first?
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Italy12246 Posts
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On May 13 2012 00:50 Chasian18 wrote:
Does anyone know where I can find a good pvt build where it goes templar first?
I pretty like the way parting did,and the game MC vs MKP on MLG.im not sure where can be find,but guess anywhere you can find GSL/MLG reps.
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Ok, I know in the thread it says look through the whole thing before posting so we dont get repeats, but its kinda hard with currently 234 pages. I should also say im a silver. So, What do you guys do pvp and pvz? pvp: I 4 gate but even though I execute it well, it doesnt win because people know how to react. So builds anyone? pvz: I either carrier rush, which works now but wont in higher leagues, or do a expand 7 gate attack, but its not working. So once again, what builds do you have for zerg?
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On May 13 2012 09:24 AnonymousEmu wrote:Ok, I know in the thread it says look through the whole thing before posting so we dont get repeats, but its kinda hard with currently 234 pages. I should also say im a silver. So, What do you guys do pvp and pvz? pvp: I 4 gate but even though I execute it well, it doesnt win because people know how to react. So builds anyone? pvz: I either carrier rush, which works now but wont in higher leagues, or do a expand 7 gate attack, but its not working. So once again, what builds do you have for zerg? 
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284255
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On May 13 2012 09:24 AnonymousEmu wrote:Ok, I know in the thread it says look through the whole thing before posting so we dont get repeats, but its kinda hard with currently 234 pages. I should also say im a silver. So, What do you guys do pvp and pvz? pvp: I 4 gate but even though I execute it well, it doesnt win because people know how to react. So builds anyone? pvz: I either carrier rush, which works now but wont in higher leagues, or do a expand 7 gate attack, but its not working. So once again, what builds do you have for zerg? 
On May 13 2012 09:24 AnonymousEmu wrote:Ok, I know in the thread it says look through the whole thing before posting so we dont get repeats, but its kinda hard with currently 234 pages. I should also say im a silver. So, What do you guys do pvp and pvz? pvp: I 4 gate but even though I execute it well, it doesnt win because people know how to react. So builds anyone? pvz: I either carrier rush, which works now but wont in higher leagues, or do a expand 7 gate attack, but its not working. So once again, what builds do you have for zerg?  PVP: i prefer 3BG 1VS/VR expand or 3stalkers expand, but beware of enemies' 4 gates.if you find that your enemies intend to do so,my best suggestion is "economic 4 gates". it means you dont need to stop producing probe the whole time(maybe a couple of sec at 9 supplies,im sure you know what i mean). while you enemies intend to build their first BG and first Gas as soon as possible,you'll have one more probe(2 actually,because they need to carry one to the frontline to summon the pylon(s) ,and with the 2 more probes, all you need to do is not to lost too many force during their first 2 or 3 waves,coz the standard 4 gates's economy can only provide that many. and besides 4 gates( if you see the enemies build the 2nd gas or VR, you can expand safely ,and earlier than them with 3stalker expand or 3BG 1VS.but if you find your enemies expand much earier than you, you can also go 2 bases Archon&charge zealot rush ,even if they got Colossus.coz giant like Archon,they can disperse zealots ,so the Colossus' damage will reduce abruptly
PVZ:and as for pvz,i think there's a common mistake for silvers, they give little pressure to zergs.before zergling got speed up,you can do massive damage to zergs with zealots and stalkers, but if you are not that confident with your microctrl on stalkers or voidrays, i suggest you go 3 zealots rush, just make 3 zealots as soon as possible, and when the 3 zealots reach the zergs base, they'll surely lost their 3rd base if they go rapid 3 bases,and even they dont, they need to waste many eggs to make zerglings so they cant make enough drones for a very long time. what ever you do next,2 Bases rush or rapid 3 bases yourself, they are not likely able to stop it
when your reach gold or higher ,you have to face what you have to face,you cant count on beat your enemies with one strike, you need to learn how to expand coz they will, and you cant always rush them coz their microctrl against rush are better and better.you need to get use to fight a war over 20mins,with 3 or even more bases.thats how you improve yourself
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Canada13379 Posts
Hi help me thread people!
I recently got promoted into Master league (finally) and have been finding that people are doing more korean four gates than I remember facing in the past. I was wondering if there is any resource or suggestion on how to defend this rush well?
As a note: I am referring to the zealot only 50 mined gas four gate that was common a long long time ago. I only ever faced it when I was in gold in the past, and thats a far cry from my current opponents skill level.
Thanks to everyone for the help I've tried a 3 stalker rush but the problem is that while I can kill the probe if a single pylon gets finished or they place a small number of them in my base there isn't much I can do to DPS the pylons before one of them finishes.
Should I be making zealot/stalker as per normal and chrono the hell out of my WG tech? Even if I do this should I start at 12 gate and the standard 17 cyber their WG ends far before mine. Should my goal then be to get cyber before 2nd pylon, cut probes at 16 to get a fast zealot (for the 18 cap while a pylon finishes) and wall my main trying to keep pylons from going down in the main specifically?
I want to have an idea on what to work on when I practice vs someone and not just jump in and experiment on execution. Thanks again guys :D
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Just today i was against my friend in a match on Daybreak. He was going zergling muta with added infestors at the late game. I did the right counter to this which is zealot archon, but i the difference was that there were to many muta's. Anyone can help me? Was i doing the right choice for this build or should i do something else?
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On May 14 2012 06:14 TC_Beynbio wrote: Just today i was against my friend in a match on Daybreak. He was going zergling muta with added infestors at the late game. I did the right counter to this which is zealot archon, but i the difference was that there were to many muta's. Anyone can help me? Was i doing the right choice for this build or should i do something else?
Don't morph all your HTs into archons. Storm the mutaball first.
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Northern Ireland23759 Posts
Just a quick canvassing regarding forcefields, do you guys hold F and click for each forcfield, or do an individual F+click for each one? I prefer the latter for some reason, and I know it's the method MC prefers
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Hey I'm number one in my plat league and lately i've been having some trouble in knowing when to take my third. I don't have any replays, but the last game I played (shakuras plateau, p v z) by the time I felt safe to take my third zerg was already setting up his fifth. I had scouting intel with the obs but kept getting nervous of a ling runby into the main if i moved out to defend the third. And If I took the third but lef tby units to defend my nat zerg would run in and snipe my third. I know I can split my units up but I didn't want to end up engaging the full 200/200 zerg army with only half of my army. What can I do?
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Italy12246 Posts
On May 14 2012 06:00 ZeromuS wrote:Hi help me thread people! I recently got promoted into Master league (finally) and have been finding that people are doing more korean four gates than I remember facing in the past. I was wondering if there is any resource or suggestion on how to defend this rush well? As a note: I am referring to the zealot only 50 mined gas four gate that was common a long long time ago. I only ever faced it when I was in gold in the past, and thats a far cry from my current opponents skill level. Thanks to everyone for the help  I've tried a 3 stalker rush but the problem is that while I can kill the probe if a single pylon gets finished or they place a small number of them in my base there isn't much I can do to DPS the pylons before one of them finishes. Should I be making zealot/stalker as per normal and chrono the hell out of my WG tech? Even if I do this should I start at 12 gate and the standard 17 cyber their WG ends far before mine. Should my goal then be to get cyber before 2nd pylon, cut probes at 16 to get a fast zealot (for the 18 cap while a pylon finishes) and wall my main trying to keep pylons from going down in the main specifically? I want to have an idea on what to work on when I practice vs someone and not just jump in and experiment on execution. Thanks again guys :D
I faced this today and won simply thanks to my simcity lol (the guy was low master). Here's the replay: http://drop.sc/179257; notice the pro sentry being trapped which ends up saving the day :D. I just kind of went up to 3gates and kept making units, pulling probes when necessary; i was able to force his pylons far enough so eventually i overwhelmed him.
Also gratz on the promotion
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As a bronze player it's important that you get your fundamentals; the two main things you need to work on are: Mechanics and Goal.
Mechanics come with time, and experience--though this is true with anything honestly, yet it is more true with mechanics; you can ponder them all you want, but the only way you are going to get better mechanics is practice. That being said, there are ways to speed up this progress; mainly two things: building probes constantly, and keeping money low. If you can maintain a high income (which comes from building probes), and you spend all of your money (in infrastructure and units) you will of course naturally have more units/upgrades/defenses in general. Once you are able to make a lot of stuff; you can then move onto the next step.
Goal is the next step. Basically when you have all of that stuff, you need to know what to do with it; if you won't then it is fairly useless to have it. This works the other way as well; if you know what to do, but don't have the "stuff" to do it with--then you are also in trouble. So I hope I have made it apparent, this relationship is the foundation of Starcraft; and therefor it is the most important thing to address first. Though "goal" (which is effectively strategy)--is far more complicated in concept then mechanics, and becomes more complicated as you move up the leagues; however, do not fear! For being in Bronze you do not necessarily need to master advanced high level strategy; no you must understand strategy at it's most basic level.
This basic level consists of 2 basic concepts: defending or attacking. Simple enough, these are two categories that any strategy can be thrown into, but there are important note while doing either. Keep in mind, you will (in most games) end up doing both.
DEFENDING If you speak English, then you know what this word means; by its nature "defending" implies a subject--simply stated, you have to defend something; something that will help you, you want to defend an advantage. So before defending, you want to secure (or at least begin to secure) an advantage--more often then not, this "advantage" is an expansion. Now how much you want to defend, or how little, is up to you; and honestly it hinges on experience and context--so I can't really be that specific. An advantage could even be an upgrade (lets say blink) that will allow you to attack your opponent more effectively if finishes. Though defending, has to be followed by attacking, defending the entire game won't get you wins, you do eventually have to attack.
ATTACKING This is something that has to happen if you want to win. Attacks can come in many forms, too many exist for me to speak of, though when you attack; you want to attack to exploit a weakness or capitalize on an advantage; if your attack does not do so, then it will fail. This can make knowing when to attack difficult, as it is contextual as well. For example a 4 gate, takes advantage of how many units you can get early; or perhaps a 6 pool, which takes advantage of the fact that you get so many zerglings early on. These are just a few, simple examples of attacks.
Sadly, knowing when to attack, and when to defend; what to attack, and what to defend--is contextual. But I can give you a few basic pointers, but whenever looking at build orders or strategy, just try to keep in mind these key concepts.
I would suggest, for you, to try to secure an expansion; then go for something--anything, go for blink, go for colossus, go for immortals, go for some voidrays. Go and build whatever sounds best to you, once you have whatever you have made; you should be scouting, and decided if you can attack or not; if whatever you have will give you enough of an advantage to crush your opponent. If so, then attack, capitalize on your advantage, if so, then defend, and try to decide if you should secure more of your current advantage, or a different advantage.
If you want some help with this, and are on the NA server; add me: CrazyFirefox.919
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On May 14 2012 06:00 ZeromuS wrote:Hi help me thread people! I recently got promoted into Master league (finally) and have been finding that people are doing more korean four gates than I remember facing in the past. I was wondering if there is any resource or suggestion on how to defend this rush well? As a note: I am referring to the zealot only 50 mined gas four gate that was common a long long time ago. I only ever faced it when I was in gold in the past, and thats a far cry from my current opponents skill level. Thanks to everyone for the help  I've tried a 3 stalker rush but the problem is that while I can kill the probe if a single pylon gets finished or they place a small number of them in my base there isn't much I can do to DPS the pylons before one of them finishes. Should I be making zealot/stalker as per normal and chrono the hell out of my WG tech? Even if I do this should I start at 12 gate and the standard 17 cyber their WG ends far before mine. Should my goal then be to get cyber before 2nd pylon, cut probes at 16 to get a fast zealot (for the 18 cap while a pylon finishes) and wall my main trying to keep pylons from going down in the main specifically? I want to have an idea on what to work on when I practice vs someone and not just jump in and experiment on execution. Thanks again guys :D It's been a really long time since I've played against the Korean 4 gate but what you want to do is spend all your chrono on your gateways.You want to focus on producing zealots and add a 2nd and 3rd gate when you have the money. iirc the korean 4 gate should be able to get 3-4 pylons in your main. You want use your initial zealot, stalker, (or 2 stalkers if you open 3 stalker rush) and about 4 probes to kill as many of those 4 pylons as you can before he warps in. You should have enough units out to defend the first warp in from chronoing your gates. At this point your wg should be finishing and you can kill the next wave and the last pylons. As I said though it's been a really long time since I've played vs it so some of what I said could be wrong. Hopefully someone can correct me if so but the general idea is that you can't catch up on wg tech so you just need to get enough units to defend the first and 2nd warp ins and limit the # of pylons he can build.
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