The Protoss Help Me Thread - Page 239
Forum Index > StarCraft 2 Strategy |
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. | ||
synd
Bulgaria586 Posts
| ||
InvXXVII
Canada242 Posts
On May 22 2012 05:53 synd wrote: Hello guys, I have some problems dealing with early pools like 6 to 10pools when I FFE. What I do when I scout the early pool (I always scout it, no problem here) is make a pylon and a cannon in my main asap. 90% of the time I lose mostly 1 or 2 probes and here's the problem. What the hell do I transition into when the zergs just take an expo (I scout it again easily)? Here's what I tried with no success: 4g but I float too many minerals - I think I should expand and do a slight 4g poke but this puts me behind a lot while the zerg easily drones heavy while relying only on 2spines, some speedlings and roaches. 5g zealot/sentry allin - same problem as with the 4g, 2 spines and some speedlings/roaches own me. So I read about SG followup after early pool but doesn't this put me in danger of any unexpected speedlings/blings followups? Any, any kind of feedback about the transitioning part is greatly appreciated ! When you say "transition into 4g", do you mean expand and then transition? Or just straight up 4g and skip the expansion? | ||
synd
Bulgaria586 Posts
On May 22 2012 06:29 InvXXVII wrote: When you say "transition into 4g", do you mean expand and then transition? Or just straight up 4g and skip the expansion? Straight up into 4g which I do realize that it's a mistake because I mined minerals for so long and have more workers than I should have (I have 25 or so). So what I must correct into my 4g execution is to push out and force the zerg to go back to his base and make some spines and just expand? Now an other question comes up - after I poke a little, kill some units and so, make a robo and forge (right?) the problem is not to die to roaches? | ||
-Kira
352 Posts
On May 22 2012 06:22 synd wrote: What about 9pools? That's my main problem. They kill my low ground force and pylon, force me to turtle into some kind of 4g/5g and drone hard to 40 probes (while i'm at ~25ish) You should scout it and put cannon at your natural. With pylon scout and forge scout if you don't see them on 4 player maps, like TDA. Vs something later than 7 pool you shuld get cannon and 3 3x3 buildings @ your nat before lings come. | ||
synd
Bulgaria586 Posts
On May 22 2012 06:39 -Kira wrote: You should scout it and put cannon at your natural. With pylon scout and forge scout if you don't see them on 4 player maps, like TDA. Vs something later than 7 pool you shuld get cannon and 3 3x3 buildings @ your nat before lings come. That's the easy part, what I struggle with is the transitions. Please look into my previous replies | ||
TheExodus
293 Posts
On May 22 2012 06:39 -Kira wrote: You should scout it and put cannon at your natural. With pylon scout and forge scout if you don't see them on 4 player maps, like TDA. Vs something later than 7 pool you shuld get cannon and 3 3x3 buildings @ your nat before lings come. Exactly. If he manages to sack your natural you're WAY behind. Just wall off and blow yourself out when you're ready. Edit: don't transition or go for a quick kill. Keep your expo alive, follow your original plan, take a quick third and deny his. | ||
synd
Bulgaria586 Posts
On May 22 2012 07:17 TheExodus wrote: Exactly. If he manages to sack your natural you're WAY behind. Just wall off and blow yourself out when you're ready. Edit: don't transition or go for a quick kill. Keep your expo alive, follow your original plan, take a quick third and deny his. You just reminded me of a great early pool hold by Puzzle. He was playing on Antiga Shipyard and he started a wall at the lower ramp, he made a cannon asap down and held it with... PROBES. Damn, is this the way to go? :D Obviously I chrono probes after I make the pylon and now if I just skip the pylon in my base I can just make more probes and obviously 15-16probes own 6lings. So, is this the way to go, really? :D | ||
-Kira
352 Posts
On May 22 2012 07:17 TheExodus wrote: Exactly. If he manages to sack your natural you're WAY behind. Just wall off and blow yourself out when you're ready. Edit: don't transition or go for a quick kill. Keep your expo alive, follow your original plan, take a quick third and deny his. You put your nexus down afterwards and do w/e build you like. | ||
TheExodus
293 Posts
On May 22 2012 07:21 synd wrote: You just reminded me of a great early pool hold by Puzzle. He was playing on Antiga Shipyard and he started a wall at the lower ramp, he made a cannon asap down and held it with... PROBES. Damn, is this the way to go? :D Obviously I chrono probes after I make the pylon and now if I just skip the pylon in my base I can just make more probes and obviously 15-16probes own 6lings. So, is this the way to go, really? :D Holding it with probes is doable, but I suggest just walling completely with an extra barracks or so. You can blow it up when you're ready to move out on the map. | ||
Mr Pink
United Kingdom18 Posts
| ||
Rimak
Denmark434 Posts
On May 22 2012 23:19 Mr Pink wrote: Hey guys. How do you respond when you scout that a terran has taken a "hidden" base as a planetary, as his 3rd for example, with a couple of turrets? There doesn't seem to be a cost efficient way to contest the base other than sending your army over, which leaves you horribly out of position. What is the best response? Just take another base yourself? Or is there a good method for harassing the base that I am not considering? Depending on how game goes. By the time terran sets his 3rd, you should be at your 3rd also. (just set a milestone, on when you want a 3rd, for example i drop third when my 1st colossi is out) Stormdrops are VERY effective at harrassing hidden expos with planetarys, but really you should go kill it, if possible. | ||
whistle
United States141 Posts
It's hard to say whether you "can" take another base yourself, because that depends on the game state rather than the fact that they took another base. Obviously, when a hidden base is being built, T will be down units for the cost of the base. In addition, in the following minutes they'll also be missing production cycles, since they usually put down a CC at the cost of delaying adding barracks. Logically, in this period, you can add another base yourself if you can scout the hidden base in time. However, if you scout it after the base has already paid off, it's much more dangerous to make investment into a Nexus yourself. The reason I said a planetary is much less scary than an orbital is because it takes a lot longer for a planetary to pay off, especially given the problems associated with maynarding to a hidden base (if you do: lose a couple hundred minerals mining time, if you don't, economic benefit isn't very high because you don't leverage oversaturation in your existing bases). Assuming you don't see the third, there are a few signs that can tip you off. If my observer sees that factory/starport tech is delayed for no apparent reason (no double ebay, no marine powering), I'd immediate suspect a hidden base and send a probe around to check. If I see that terran is adding a non-standard amount of barracks or at a weird timing, I'd also suspect a hidden base. | ||
synd
Bulgaria586 Posts
![]() | ||
TheExodus
293 Posts
![]() | ||
NR
Romania109 Posts
I was looking at this thread about how to practice (http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677). Basic idea is that you should be just practicing the best build used by the best players in each match-up all the time. Since I haven't played in a couple of months I was wondering if someone could recommend 1 build to practice for each match-up. Preferably with some sort of write-up/Day9 daily for each build if possible. Thank you! | ||
TheExodus
293 Posts
On May 23 2012 00:19 NR wrote: Hi hi! I was looking at this thread about how to practice (http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677). Basic idea is that you should be just practicing the best build used by the best players in each match-up all the time. Since I haven't played in a couple of months I was wondering if someone could recommend 1 build to practice for each match-up. Preferably with some sort of write-up/Day9 daily for each build if possible. Thank you! PvT: MCs 1 gate FE into CreatorPrime mid/late-game PvZ: FFE into whatever (heavy gw pressure is good for practice) PvP: 3-stalker rush into 3gate robo expand. They can all be found in a sticky at the top of the forums, and dApollo showcases the pvp build in his video series. | ||
Alejandrisha
United States6565 Posts
On May 19 2012 00:59 CrazyF1r3f0x wrote: Awesome! This is what I do in my PvPs as well; so thanks ![]() those vids are up on my yt channel which you can find in my prof now btw! forgot to post that in this thread heh | ||
AirbladeOrange
United States2571 Posts
Replays: http://drop.sc/184922 http://drop.sc/184923 | ||
Mikelius
Germany517 Posts
On May 23 2012 02:48 Alejandrisha wrote: those vids are up on my yt channel which you can find in my prof now btw! forgot to post that in this thread heh Why do you prefer Gate Robo Gate instead of 3 stalker rush into robo? | ||
SkyBlaze
Canada191 Posts
On May 23 2012 05:36 Mikelius wrote: Why do you prefer Gate Robo Gate instead of 3 stalker rush into robo? I think gate robo gate is faster than 3 stalker rush for the robo but only a like 25~seconds and slightly more greedy in a way. most of it's style of play really and which your more comfortable with. @edit I forgot to add that one is more easily read, that other players can play slightly more greed toward the 3 stalker rush. it's not that big of a deal if your not a GM or pro gamer though due to the fact most players don't know how to play more greedy when seeing that. i don't know how to play more greedy for that build either( i bet most people here wouldn't either ) | ||
| ||