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On May 30 2012 15:43 ZeromuS wrote:Show nested quote +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.
Well yes, hence the bolded part above
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I think one major problem protoss player face, is when to give up . I had a game where the enemy was 40 army supply left after a major battle . i had only a zealot BUT i had 3-1-3 upgrades and he had 1-0-1 so i dont know whether to give up or jusst cont warping in and fight cause he destroyed my natural and my main is almost mined out. any tips ? :D
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On May 30 2012 16:13 Misuari wrote: I think one major problem protoss player face, is when to give up . I had a game where the enemy was 40 army supply left after a major battle . i had only a zealot BUT i had 3-1-3 upgrades and he had 1-0-1 so i dont know whether to give up or jusst cont warping in and fight cause he destroyed my natural and my main is almost mined out. any tips ? :D quickfix.
Never give up. Try and get another base, do a warpin in his main, or just run zealots in his mineral line, but that's just my point of view.
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"Add more bases when you push" ----> Means every major push , i add 1 more base?
"3Robos" ---> Im pretty sure u meant gateways ? ;p
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On May 30 2012 16:21 Rimak wrote:Show nested quote +On May 30 2012 16:13 Misuari wrote: I think one major problem protoss player face, is when to give up . I had a game where the enemy was 40 army supply left after a major battle . i had only a zealot BUT i had 3-1-3 upgrades and he had 1-0-1 so i dont know whether to give up or jusst cont warping in and fight cause he destroyed my natural and my main is almost mined out. any tips ? :D quickfix. Never give up. Try and get another base, do a warpin in his main, or just run zealots in his mineral line, but that's just my point of view. Or just quit and do another game.
Get a warpprism, run it into his main and warp in 6 cannons on it's powerfield ;P
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Ahhhhhh much better . hahahaha thank you , man! o7
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I just switched from zerg to protoss. What are the key features I should think about in order to improve my games?
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On May 30 2012 16:41 ajizi wrote: I just switched from zerg to protoss. What are the key features I should think about in order to improve my games?
Spend you chronoboosts, don't miss warpgate cycles during the early game, keep a few gates idle for instant reinforcements in the later game, put pylons around the map, Build lots of warpgates when you have a lot of money, so you can instantly warp in after an engagement. Don't overproduce stalkers.
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Against gas openings in PvT I've adopted MC's 1 gate FE as a standard, but against gasless openings I'm not entirely sure what I should do as a standard build. I've looked around the forums, and there doesn't appear to be much consensus on what build is the best to use. I usually drop my Nexus at about 26 supply (after first z and s and before 3rd pylon), build my gates on 26 as the pylon is building and the robo around 30 supply, but I'm unsure if this is too conservative. I'd like to be more greedy if possible while staying safe, but I'm afraid of using a sub-optimal opening. Any suggestions for a decent BO?
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On May 30 2012 17:22 Chandra wrote: Against gas openings in PvT I've adopted MC's 1 gate FE as a standard, but against gasless openings I'm not entirely sure what I should do as a standard build. I've looked around the forums, and there doesn't appear to be much consensus on what build is the best to use. I usually drop my Nexus at about 26 supply (after first z and s and before 3rd pylon), build my gates on 26 as the pylon is building and the robo around 30 supply, but I'm unsure if this is too conservative. I'd like to be more greedy if possible while staying safe, but I'm afraid of using a sub-optimal opening. Any suggestions for a decent BO? Personally i like to go MC's fe in any scenario, got rolled over with gasless 5 rax couple of times, when was trying to go for a greedier nexi.
But it's simple. Do a MC opening. @19, when zealot is building you should be sure that it is gasless FE. Cancel zealot and remove probes from gas when you have 50 for WG. Drop nexi @20 food. Get probes back to gas. Continue then by huk's BO. http://wiki.teamliquid.net/starcraft2/HuK's_20_Food_FE_3_Gate_Pressure
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much <3 to everyone that helped me with the early game scouting :D you guys are the best
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On May 30 2012 17:22 Chandra wrote: Against gas openings in PvT I've adopted MC's 1 gate FE as a standard, but against gasless openings I'm not entirely sure what I should do as a standard build. I've looked around the forums, and there doesn't appear to be much consensus on what build is the best to use. I usually drop my Nexus at about 26 supply (after first z and s and before 3rd pylon), build my gates on 26 as the pylon is building and the robo around 30 supply, but I'm unsure if this is too conservative. I'd like to be more greedy if possible while staying safe, but I'm afraid of using a sub-optimal opening. Any suggestions for a decent BO?
I like to go 15 nexus against a gasless build (2 player map, scouting at 9) followed by a forge and sentry first. 5rax mass marines isn't an issue when you're doing this. Hellion drops or any early drops for that matter, however, can be an issue. I'm still trying to figure out the perfect timing for adding additional gates and the robo.
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On May 30 2012 22:16 Mandalor wrote:Show nested quote +On May 30 2012 17:22 Chandra wrote: Against gas openings in PvT I've adopted MC's 1 gate FE as a standard, but against gasless openings I'm not entirely sure what I should do as a standard build. I've looked around the forums, and there doesn't appear to be much consensus on what build is the best to use. I usually drop my Nexus at about 26 supply (after first z and s and before 3rd pylon), build my gates on 26 as the pylon is building and the robo around 30 supply, but I'm unsure if this is too conservative. I'd like to be more greedy if possible while staying safe, but I'm afraid of using a sub-optimal opening. Any suggestions for a decent BO? I like to go 15 nexus against a gasless build (2 player map, scouting at 9) followed by a forge and sentry first. 5rax mass marines isn't an issue when you're doing this. Hellion drops or any early drops for that matter, however, can be an issue. I'm still trying to figure out the perfect timing for adding additional gates and the robo.
On Ohana, Entombed Valley, Antiga and some might even say Cloud Kingdom FFE is extremely viable. No matter what he does you can do something along the lines of: - 9 pylon (scout) - 16 nexus - 16 forge (one more probe) - 17 pylon
Depending on what you scout you can go ahead and either do (no matter what you scout you chrono double probes out): Defensive - against more than 1 rax - or if you're felling he's being weird/not spending his money correct (proxy): - 19 cannon - 21 cannon - 24 gateway + assimilator + pylon
This is defensive, but will hold any maryrax marine pressure - and with probepull you will also hold a 2rax without issues. If he seems to go either 13gas or gasless expand: - 19 gate + gas - 21 gate - 23 cannon + pylon - when first gate finishes make cycore
You delay your tech slightly. But normally you'll come out both safe and with +10'ish workers if you avoid supplyblocks and keep on chronoboosting. I've been doing this alot - but ofc it only works with chokes and ramps.
On maps you can't FFE, I usually go for a standard 1G FE unless I see something scary. Depending on the scenario I'd go 3G --> exp or even 1G --> Robo --> 1G --> expand
Just remember... if you don't FE and later discovers he did; you'll have to push your tech advantage. Push him/drop him/punish him.
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On May 30 2012 22:16 Mandalor wrote:Show nested quote +On May 30 2012 17:22 Chandra wrote: Against gas openings in PvT I've adopted MC's 1 gate FE as a standard, but against gasless openings I'm not entirely sure what I should do as a standard build. I've looked around the forums, and there doesn't appear to be much consensus on what build is the best to use. I usually drop my Nexus at about 26 supply (after first z and s and before 3rd pylon), build my gates on 26 as the pylon is building and the robo around 30 supply, but I'm unsure if this is too conservative. I'd like to be more greedy if possible while staying safe, but I'm afraid of using a sub-optimal opening. Any suggestions for a decent BO? I like to go 15 nexus against a gasless build (2 player map, scouting at 9) followed by a forge and sentry first. 5rax mass marines isn't an issue when you're doing this. Hellion drops or any early drops for that matter, however, can be an issue. I'm still trying to figure out the perfect timing for adding additional gates and the robo. A FORGE! Brilliant, thanks. A lot!
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im a mid masters toss and atm, im trying to get away from my 2base allins in pvz and actually macro my pvzs instead of being retarded etc. I was wondering if I were to take a faster 3rd, ( 8-10min), and i want to do a +3 3base attk, should I get my robo, and 4 gates first for obs then immortals? or should i get twilight so i can start +2 faster, the 4 gates aswell then the robo? Also, when should i be taking my 3/4th gas usually? 40ish supply?
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On May 30 2012 23:35 Brolettuce wrote: im a mid masters toss and atm, im trying to get away from my 2base allins in pvz and actually macro my pvzs instead of being retarded etc. I was wondering if I were to take a faster 3rd, ( 8-10min), and i want to do a +3 3base attk, should I get my robo, and 4 gates first for obs then immortals? or should i get twilight so i can start +2 faster, the 4 gates aswell then the robo? Also, when should i be taking my 3/4th gas usually? 40ish supply? See rescent streams of CreatorPrime. He is going for a fast third (8 min), robo-twilight PvZ. Should be the one you're looking for.
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On May 30 2012 23:52 Sated wrote:Show nested quote +On May 29 2012 06:29 Sated wrote:http://drop.sc/188014How should I have better dealt with the Marine/Tank contain preventing me from taking a third base? Was it simply the case that I needed to hit better Storms and have some better splitting when engaging his army, or should I have been waiting for more units before trying to break the contain? (I know that I could've taken a third base sooner than I did, but I somehow managed to miss his units moving away despite having an Observer in position to scout for that exact thing. Not what I'm asking about, though!) Does anyone have any ideas?
Treat it like a 1/1/1 but without the air. grab zealots and immortals send your zealots out front and focus the tanks with your immortals while the zealots chase the marines. Adding a couple of sentries wont hurt either. Best thing to do is to have your units in from of the ramp on the low ground so you do not get contained.
Note - I didn't watch the replay but I had a similar experience with marine tank. Didn't contain me because I was not in my base with my units. Hope this helps ya.
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Hi
I need some help. I'm losing pretty much every PvT game I open 1 gate FE. They do 1/1/1 builds, they do pushes before my colossus is out. Can someone provide me a replay where protoss opens 1 gate FE then builds another 2 gates + robo and win?
Masters league.
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Hello, does anyone know if you can punish a zerg who goes for muta on 3base or am i forced to defend and play a really long macro game? (high master)
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