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The Protoss Help Me Thread - Page 245

Forum Index > StarCraft 2 Strategy
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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.
Abusion
Profile Joined March 2011
United Kingdom184 Posts
May 28 2012 22:37 GMT
#4881
in PvT, everything standard ( 1 rax expo into 3 rax>medivac. 1 gate expo into either fast collosus or CreatorPrime double forge) at the 2 medivac timing I feel the terran is getting his 3rd 2/3 mins faster than me. Is there any way I can punish it or get my third earlier or do I take my 4th faster to make up for it? I feel behind every game if the terran plays correctly even if he doesn't attack.
Pylons + Probes
saer
Profile Joined March 2011
40 Posts
May 29 2012 02:58 GMT
#4882
It's fairly normal for them to take a third before you, you are investing more into tech than they are and they are using their more efficient army to secure an economic advantage, as long as you are not too far behind in bases your army should be stronger at max because you invest more gas into it. The important thing is to position correctly with your HTs against ghosts and using your colossi effectively once the armies are maxed. The upgrades are another place you should have an advantage if you go double forge: your advantage should be strongest when it's 3-3 against 2-2 with all of your tech up and max army counts.
Misuari
Profile Joined May 2012
Singapore45 Posts
May 29 2012 04:53 GMT
#4883
I am Protoss bronze league player who is having no trouble with Protoss and Zerg . But i seem to ALWAYS , 100% crumble to terran whenever they go with Banshee opening . In some game , i manage to fend off the attack but died when he sent his ground units . Any suggestion to a build to counter a banshee opening and what can i do that would help me ?
saer
Profile Joined March 2011
40 Posts
May 29 2012 05:08 GMT
#4884
You can deal with a banshee build even with a 1gate expo into 3gate robo. Just make sure the robo starts building around 6 minutes and the observer should be in time to deal with the first banshee. After that it's important not to overmake stalkers, 2 stalkers per banshee is a good rule of thumb. The main reason not to overmake stalker is because a lot of terrans will go for the 1-1-1 push off of a banshee opening and you want mostly zealots to defend it.
Misuari
Profile Joined May 2012
Singapore45 Posts
May 29 2012 05:15 GMT
#4885
Wow. thanks alot! quick question tho , for the 1 gate expo , how many probes do i need before i cut workers production ? or continously produce probes and army at the same time ?
saer
Profile Joined March 2011
40 Posts
Last Edited: 2012-05-29 05:21:03
May 29 2012 05:19 GMT
#4886
There are many different types of 1gate expands, the two main ones I would recommend are the MC 1gate FE which is safer, you can find a guide here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

or one which genius does which skips the first zealot and 2nd stalker, it's a little bit less safe, but it's preferable if the terran opens without gas. You can find a guide for that one here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=317211

To answer the question, most of the builds have slight worker cuts at around 24. at 24 food you make the nexus, then add the production and an additional pylon and then resume probes, but these guides give a much more detailed answer.

edit: added last bit
Misuari
Profile Joined May 2012
Singapore45 Posts
May 29 2012 05:22 GMT
#4887
Thanks man ^^ Appreciate it alot !
TheExodus
Profile Joined November 2011
293 Posts
May 29 2012 07:39 GMT
#4888
On May 29 2012 14:19 saer wrote:
There are many different types of 1gate expands, the two main ones I would recommend are the MC 1gate FE which is safer, you can find a guide here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

or one which genius does which skips the first zealot and 2nd stalker, it's a little bit less safe, but it's preferable if the terran opens without gas. You can find a guide for that one here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=317211

To answer the question, most of the builds have slight worker cuts at around 24. at 24 food you make the nexus, then add the production and an additional pylon and then resume probes, but these guides give a much more detailed answer.

edit: added last bit


I believe MC used to cut probes at 30 (total food, 24 probes) to get his nexus up, and resume probe production after dropping extra gates and in some cases the robo.
Rimak
Profile Joined January 2012
Denmark434 Posts
Last Edited: 2012-05-29 13:07:12
May 29 2012 13:06 GMT
#4889
On May 29 2012 16:39 TheExodus wrote:
Show nested quote +
On May 29 2012 14:19 saer wrote:
There are many different types of 1gate expands, the two main ones I would recommend are the MC 1gate FE which is safer, you can find a guide here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

or one which genius does which skips the first zealot and 2nd stalker, it's a little bit less safe, but it's preferable if the terran opens without gas. You can find a guide for that one here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=317211

To answer the question, most of the builds have slight worker cuts at around 24. at 24 food you make the nexus, then add the production and an additional pylon and then resume probes, but these guides give a much more detailed answer.

edit: added last bit


I believe MC used to cut probes at 30 (total food, 24 probes) to get his nexus up, and resume probe production after dropping extra gates and in some cases the robo.

MC's 1 gate is safest of all 1g Expos, with good unit control it can blindy hold even 11/11 allin.
That's why it should be leared first in current meta-game. IMO.
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
hooahah
Profile Joined October 2011
3752 Posts
May 29 2012 19:19 GMT
#4890
I need help in scouting early game PvT...I can never discern what the Terran is going to do. By the time I finish checking for proxies the Terran has already walled off, so I can't see if he has gas - and even if he did, that still leaves....Reaper, Banshee, 2racks, 1-1-1...

do I send a probe up his ramp to see what units he has? send out a stalker and risk him having marauder w/c.shell?
Abusion
Profile Joined March 2011
United Kingdom184 Posts
Last Edited: 2012-05-29 21:10:37
May 29 2012 19:35 GMT
#4891
I personally try to send a probe to scout natural and try to go up the ramp at 3:40. If he has only got 1 marine that means he's put a reactor on the racks and is either going for 1-1-1, 2 rax or reactor hellion. If there is 3 or 4 it means, if he's opened gas; he's going banshee, he's put the expansion on the high ground to make you play safe or he's adding on 2 or more rax ( maybe proxy'd) to all-in you. If you scout expo on low ground you can play greedy because it's a standard 1 rax expo. If you poke up and you see the other options just follow MC's 1 gate expand and play reactively from there by poking with a zealot and a stalker. If you really don't feel safe until absolutely knowing what to do you can just do a 1 gate robo fast obs into reactive play again. It just puts you a bit behind if the terran 1 rax expands. Hope I helped


Edit: sorry I messed that up. if you see 1 marine he probably won't be going 1-1-1. its if he's opened gas that he is so if you see 3 or 4 marines
Pylons + Probes
hooahah
Profile Joined October 2011
3752 Posts
May 29 2012 20:10 GMT
#4892
that was actually a great help, thanks! I never knew the 3:40 timing.
Larias
Profile Joined July 2011
United States75 Posts
Last Edited: 2012-05-29 21:04:00
May 29 2012 21:02 GMT
#4893
I don't really advise scouting for proxies until you see something suspicious. That may seem unsafe, but by getting into their base you will be able to tell (with enough experience) when something fishy is going on. Locking your probe out of their base for the sake of catching the rare proxy isn't worth it. You need to be able to tell if they got gas or not, and with that info you can narrow down what they might be doing. The other way to detect cheese when you are inside their base is to count workers - if they have 10 workers in the mineral line when you see your supply at 14, you know they are committing to an early attack.
Audemed
Profile Joined November 2010
United States893 Posts
May 30 2012 04:36 GMT
#4894
On May 30 2012 06:02 Larias wrote:
I don't really advise scouting for proxies until you see something suspicious. That may seem unsafe, but by getting into their base you will be able to tell (with enough experience) when something fishy is going on. Locking your probe out of their base for the sake of catching the rare proxy isn't worth it. You need to be able to tell if they got gas or not, and with that info you can narrow down what they might be doing. The other way to detect cheese when you are inside their base is to count workers - if they have 10 workers in the mineral line when you see your supply at 14, you know they are committing to an early attack.


Well, on 2 player maps it's not that hard to just check a few spots (close air exp on daybreak, below your main on cloud kingdom etc), as it's more likely on those maps...but yeah, you don't need to search EVERYWHERE until you see something's off.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." -George Orwell
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
Last Edited: 2012-05-30 04:41:10
May 30 2012 04:40 GMT
#4895
On May 30 2012 13:36 Audemed wrote:
Show nested quote +
On May 30 2012 06:02 Larias wrote:
I don't really advise scouting for proxies until you see something suspicious. That may seem unsafe, but by getting into their base you will be able to tell (with enough experience) when something fishy is going on. Locking your probe out of their base for the sake of catching the rare proxy isn't worth it. You need to be able to tell if they got gas or not, and with that info you can narrow down what they might be doing. The other way to detect cheese when you are inside their base is to count workers - if they have 10 workers in the mineral line when you see your supply at 14, you know they are committing to an early attack.


Well, on 2 player maps it's not that hard to just check a few spots (close air exp on daybreak, below your main on cloud kingdom etc), as it's more likely on those maps...but yeah, you don't need to search EVERYWHERE until you see something's off.

Honestly, I usually scout the usual proxies and cannon spots in PvP, because the build I do doesn't really require me to do much reacting in terms of a base scout.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
whistle
Profile Joined April 2010
United States141 Posts
May 30 2012 05:24 GMT
#4896
A trick you can do when scouting a terran's ramp is poke your units to the side of the ramp, rather than actually try to go up the ramp. You'll still see what's shooting you (marauder shell, bunker, number of marines) but it's almost impossible to lose a stalker to a concussive shell marauder this way. This is especially useful if they walled off because with a wall there's basically no chance you can do any damage with a ramp poke; it's purely for information, and this gives information with lower risk.
TheExodus
Profile Joined November 2011
293 Posts
May 30 2012 06:28 GMT
#4897
Just send the probe up the ramp first. That'll tell you if he's got marauders or not. If not, just send up your zealot and stalker to do some prodding as well.

I seriously feel scouting in the early game is overrated. You want to know if you're getting cheesed and perhaps if your opponent is getting marauders or early expanding or whatever. There's just so little information you can actually get from this initial poke that has any meaning 4-5 minutes later, so other than the very obvious stuff for staying alive in the early game the later scouts is MUCH more important.
ZeromuS
Profile Blog Joined October 2010
Canada13391 Posts
May 30 2012 06:43 GMT
#4898
On May 30 2012 15:28 TheExodus wrote:
Just send the probe up the ramp first. That'll tell you if he's got marauders or not. If not, just send up your zealot and stalker to do some prodding as well.

I seriously feel scouting in the early game is overrated. You want to know if you're getting cheesed and perhaps if your opponent is getting marauders or early expanding or whatever. There's just so little information you can actually get from this initial poke that has any meaning 4-5 minutes later, so other than the very obvious stuff for staying alive in the early game the later scouts is MUCH more important.


I for one feel knowing whether the opponent is getting marauders, or an FE are HUGE in the early game and can drastically alter your opening build past the 1 gate nexus part. Marauders, fast robo is bad, only marines no fast robo is worse.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
-Exalt-
Profile Blog Joined November 2010
United States972 Posts
Last Edited: 2012-05-30 07:10:26
May 30 2012 07:07 GMT
#4899
On May 30 2012 04:19 hooahah wrote:
I need help in scouting early game PvT...I can never discern what the Terran is going to do. By the time I finish checking for proxies the Terran has already walled off, so I can't see if he has gas - and even if he did, that still leaves....Reaper, Banshee, 2racks, 1-1-1...

do I send a probe up his ramp to see what units he has? send out a stalker and risk him having marauder w/c.shell?


with your initial probe you want to see if he gets gas. if he gets gas, search for a 2nd barracks and scout for his 3rd supply depot. A quick 3rd supply depot + gas will usually mean a 1-1-1, and Gas + no immediate 3rd supply depot means a greater chance for a 2/3rax. with my probe I like to scout for those things and then get out, and go back up the ramp a bit later to scout add ons/units.

after my probe scout, since I usually use a ST_parting fe so my stalker is slightly delayed, I send my zealot immediately to his ramp to see units/addons/bunkers etc. bunker will mean 1-1-1 99% of the time, 2 rax but no marauder means a stim marine/medivac/tank timing, etc.

As Zeromus said above, it is really crucial to know if you can go robo 1st vs gas builds. A robo before additional gates (because you scouted and know you are safe from 2/3rax) can be the difference between holding a 1-1-1/ not holding it, as you can get a really quick obs to see if you need Colossus or not.
Rimak
Profile Joined January 2012
Denmark434 Posts
May 30 2012 07:08 GMT
#4900
On May 30 2012 04:19 hooahah wrote:
I need help in scouting early game PvT...I can never discern what the Terran is going to do. By the time I finish checking for proxies the Terran has already walled off, so I can't see if he has gas - and even if he did, that still leaves....Reaper, Banshee, 2racks, 1-1-1...

do I send a probe up his ramp to see what units he has? send out a stalker and risk him having marauder w/c.shell?

Here you go, this is a great guide on scouting terran.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=300500
2000 Jungler 66% Hecarim, 63% Volibear, 60% Jarvan IV
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