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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 June 14 2012 06:20 CrazyF1r3f0x wrote:Show nested quote +On June 14 2012 06:08 stormtemplar wrote: Can someone link me to a solid pvp build for a plat toss? Alej posted some stuff on Gate-Robo-Gate in PvP on his youtube channel: Part 1This is what I do PvP
You can also find the build order here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=302117
Any of these should work as a build, though I recommend a Robo-based build, as it requires less micro/multitasking. 1 Gate before Robo is the build these guys are talking about, and it works fantastically for me in Plat, as well as at higher levels, as these guys have shown.
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I'm having a lot of problems with 2 medivac and/or stim timing attacks. The quantity of units they have seems to be a real problem. I just got into masters this season, but I've always had troubles with this. I generally 1 gate expand.
When I watch streams/tournaments it seems like they hold it okay with just gateway units sometimes, but I can't for the life of me manage to pull that off. I'm also always scared to drop a forge or expand to a 3rd, because I feel like I'm always under the impression if I get attacked I'm going to die (usually a somewhat accurate assumption as well).
Any tips, builds or guidelines I should be following? Thanks!
edit-
Actually, after playing a few customs with a terran, turns out I'm just terrible at the matchup altogether.
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I think a replay will be necessary to answer that one, as there are a variety of problems you might be having. Army composition? Macro? Forcefields? Etc.
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your Country52797 Posts
How do I deal with a zerg who can deflect my gateway pressure at his third, then double expands, and crushes my third, all with roaches?
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Italy12246 Posts
On June 15 2012 00:23 TehTemplar wrote: How do I deal with a zerg who can deflect my gateway pressure at his third, then double expands, and crushes my third, all with roaches?
Could use a replay, but as far as super general advice goes here's a thread about taking a 3rd vs the max roach timings with builds included http://www.teamliquid.net/forum/viewmessage.php?topic_id=327905
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Hi all 
Finally convinced myself to join this lovely forum.
I've finally managed to get back into the Silver league (got knocked down to bronze after stopping playing SC2 for some time due to having another edition to the family :D)
I got into Silver last night, and noticed that it's a lot different from Bronze (thank god) and actually offers a challenge. I have noticed however that a lot of the Zerg are doing the 7 roach timing attack. I've been opening with a 1 Gate FE but by the time he attacks me I only have a few sentries/stalkers due to not having much gas.
When do you guys think would be the best time to get gas?
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Thanks Sated,
I never thought of pushing out with majority Sentries; I've never understood how they can be effective (it seems weird to go offensive with sentries as they don't do THAT much damage) but it does make sense as with 6 sentries the damage output shouldn't be too bad.
I don't suppose anyone has an replay/VOD example of how to use a Sentry heavy push so I can see the key aspects of it?
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On June 14 2012 14:39 Ripebananaa wrote: I'm having a lot of problems with 2 medivac and/or stim timing attacks. The quantity of units they have seems to be a real problem. I just got into masters this season, but I've always had troubles with this. I generally 1 gate expand.
When I watch streams/tournaments it seems like they hold it okay with just gateway units sometimes, but I can't for the life of me manage to pull that off. I'm also always scared to drop a forge or expand to a 3rd, because I feel like I'm always under the impression if I get attacked I'm going to die (usually a somewhat accurate assumption as well).
Any tips, builds or guidelines I should be following? Thanks!
edit-
Actually, after playing a few customs with a terran, turns out I'm just terrible at the matchup altogether.
I would say that you could practice FF placements on the ramp to try and cut off a few of his marines/marauders each time. Basically splitting his army into easier to manage chunks  If he then starts dropping in your base, try get Blink at the same time and throw a cannon or 2 behind your mineral line to protect your probes.
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Italy12246 Posts
On June 15 2012 01:54 IROverRated wrote: Thanks Sated,
I never thought of pushing out with majority Sentries; I've never understood how they can be effective (it seems weird to go offensive with sentries as they don't do THAT much damage) but it does make sense as with 6 sentries the damage output shouldn't be too bad.
I don't suppose anyone has an replay/VOD example of how to use a Sentry heavy push so I can see the key aspects of it?
Check out NonY's stream. In his words, "sentries mean you are never out of position. protoss yo".
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Italy12246 Posts
On June 15 2012 01:54 IROverRated wrote: Thanks Sated,
I never thought of pushing out with majority Sentries; I've never understood how they can be effective (it seems weird to go offensive with sentries as they don't do THAT much damage) but it does make sense as with 6 sentries the damage output shouldn't be too bad.
I don't suppose anyone has an replay/VOD example of how to use a Sentry heavy push so I can see the key aspects of it?
Check out NonY's stream. In his words, "sentries mean you are never out of position. protoss yo".
When it comes to playing vs early roach play from zerg (in lower leagues even 1base roach is super common), i personally used to like going stargate expand, as the void rays will completely shut down any aggression of that kind.
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hey, diamond toss here.
im struggling very hard with terran dropplay at the moment. it seems impossibe for me to defend because i make everytime the exactly wrong decission. on wich factors should i base my reaction to the drop? when should i pull my army back (across the whole map which takes like forever, because he kills warp-ins in my base with his 2 dropships), when should i counter attack, etc?
to clarifiy things: i usually play a robo based style which focusses on colossi and switches to storm later in the game. so i don't have feedback at the time the crucial drop appears. and i don't want to remake my whole strategy because day9 emphasized the idea of "slight little adjustments" so i don't want to rush for templars first and i don't want to rush to phoenixes either.
is there a rule of thumb like "if there is only one medivac you can warp in with 8 gates and you will be fine, but if its more than 1 medivac you have to pull your whole army asap"?
but if i do that the crushes my natural with his infinity marine/marauder which aren't in the drop.
confused >_<"
or sould i never ever atack first because there could be a potential drop of more than 1 medivac at anytime?
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On June 15 2012 04:21 Drowzee wrote: hey, diamond toss here.
im struggling very hard with terran dropplay at the moment. it seems impossibe for me to defend because i make everytime the exactly wrong decission. on wich factors should i base my reaction to the drop? when should i pull my army back (across the whole map which takes like forever, because he kills warp-ins in my base with his 2 dropships), when should i counter attack, etc?
to clarifiy things: i usually play a robo based style which focusses on colossi and switches to storm later in the game. so i don't have feedback at the time the crucial drop appears. and i don't want to remake my whole strategy because day9 emphasized the idea of "slight little adjustments" so i don't want to rush for templars first and i don't want to rush to phoenixes either.
is there a rule of thumb like "if there is only one medivac you can warp in with 8 gates and you will be fine, but if its more than 1 medivac you have to pull your whole army asap"?
but if i do that the crushes my natural with his infinity marine/marauder which aren't in the drop.
confused >_<"
or sould i never ever atack first because there could be a potential drop of more than 1 medivac at anytime? 1. Don't worry about drops until after 10 minutes 2. Try and squeeze in another observer in your build. Depending on the map you will place this observer in the line of a dropship. 3. Be paranoid; keep gates on cooldown and have 2 stalkers near each of your mineral lines. 4. Don't rush to templar. After about 10 minutes you should place your twilight council and try for blink. If you're active with stalkers, dropping on you becomes a bad idea. Most of the time early drops cut into his main force and he trades poorly or you catch the dropship for a big kill worthy of being on the Koprulu Sector's 7 o'clock news. 5. There's a period where you first get your colossi and can beat down the terran army, but it's a dangerous period too because it's roughly the same time Terran gets drop capability. If you push out you could be caught out of position and go from having the advantage to losing the game real quick. I typically try for my third at this time and move with stalkers/obs.
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How am I supposed to beat this?
PvZ, opponent started with a 6 pool that I held off with relative ease, then literally followed up with mass roaches and then brood lords. I *think* I made all the right decisions, about making immortals, ceasing colossus production as he had a lot of corruptors and then making the switch to archons. This just seemed impossible for me to win, I was contained to 2 bases at all times, while he could just drone up and put down a third.
Replay: http://drop.sc/197852
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On June 15 2012 04:47 Tao367 wrote:How am I supposed to beat this? PvZ, opponent started with a 6 pool that I held off with relative ease, then literally followed up with mass roaches and then brood lords. I *think* I made all the right decisions, about making immortals, ceasing colossus production as he had a lot of corruptors and then making the switch to archons. This just seemed impossible for me to win, I was contained to 2 bases at all times, while he could just drone up and put down a third. Replay: http://drop.sc/197852
As a follow up, I decided against Void Rays because of the abundance of corruptors my opponent had.
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On June 15 2012 04:47 Tao367 wrote:How am I supposed to beat this? PvZ, opponent started with a 6 pool that I held off with relative ease, then literally followed up with mass roaches and then brood lords. I *think* I made all the right decisions, about making immortals, ceasing colossus production as he had a lot of corruptors and then making the switch to archons. This just seemed impossible for me to win, I was contained to 2 bases at all times, while he could just drone up and put down a third. Replay: http://drop.sc/197852
Yeah, you lost before you even got 'contained.' The moment he walked up your ramp and sniped a free colossus cause you didn't forcefield set you back so, SO many minutes in production. You also stopped producing colossus entirely. You were ahead in workers the entire game until this point. He didn't even take a third until he finally gave up trying to all-in you. He was mega mega all-in churning out roaches on 2 base and should have lost way before he even conceived the thought of a hive, let alone a third base.
Basically, if you landed the FF's at the ramp to your third, saved the colossus and took no losses which was what should have happened, and got 1-2 more colossus out with range your third would have been EASILY secured. Not even; if you seen he had no third and cut so many drones and went all-in you could have probably just walked over and killed him with 3 colossus/1+1 upgrades/range. Everything else before that was fairly textbook in holding off a 6 pool, and was executed well.
Some other small things: You never sent any probe scouts and had no idea whether he took a third, or if he even expanded at all. No idea on his gas. Pretty risky. You went blind colossus. Mutas would have arrived at 11~ish and with so many sentries/zealots you'd have been rolled over, or at the very least, contained much harder. I'd confirm with the obs his gas/spire before committing to a tech that can potentially lose you the game. Gas at your natural was slow, especially when going colossus you'd afford very few stalkers and mutas could have killed you that much harder.
I wouldn't read into the game past the point where he busts your ramp and kills the colossus. You fell way too far behind to stand a chance.
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On June 15 2012 05:47 Tyrant0 wrote:Show nested quote +On June 15 2012 04:47 Tao367 wrote:How am I supposed to beat this? PvZ, opponent started with a 6 pool that I held off with relative ease, then literally followed up with mass roaches and then brood lords. I *think* I made all the right decisions, about making immortals, ceasing colossus production as he had a lot of corruptors and then making the switch to archons. This just seemed impossible for me to win, I was contained to 2 bases at all times, while he could just drone up and put down a third. Replay: http://drop.sc/197852 Yeah, you lost before you even got 'contained.' The moment he walked up your ramp and sniped a free colossus cause you didn't forcefield set you back so, SO many minutes in production. You also stopped producing colossus entirely. You were ahead in workers the entire game. He didn't even take a third until he finally gave up trying to all-in you. He was mega mega all-in churning out roaches on 2 base and should have lost way before he even conceived the thought of a hive, let alone a third base. Basically, if you landed the FF's at the ramp to your third, saved the colossus and took no losses which was what should have happened, and got 1-2 more colossus out with range your third would have been EASILY secured. Not even; if you seen he had no third and cut so many drones and went all-in you could have probably just walked over and killed him with 3 colossus/1+1 upgrades/range. Everything else before that was fairly textbook in holding off a 6 pool, and was executed well. Some other small things: You never sent any probe scouts and had no idea whether he took a third, or if he even expanded at all. No idea on his gas. Pretty risky. You went blind colossus. Mutas would have arrived at 11~ish and with so many sentries/zealots you'd have been rolled over, or at the very least, contained much harder. I'd confirm with the obs his gas/spire before committing to a tech that can potentially lose you the game. Gas at your natural was slow, especially when going colossus you'd afford very few stalkers and mutas could have killed you that much harder. I wouldn't read into the game past the point where he busts your ramp and kills the colossus. You fell way too far behind to stand a chance.
Yeah I watched the replay again and agree my forcefields were pretty bad. A learning experience though, although I was scouting quite regularly in the early/mid part of the game, and saw he had no third for quite a while.
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Hi there, Platinum protoss here.
Recently I've been having problems with mutalisks on certain maps. (Mostly where the third is abit away from my 2 other bases) I won this game, but I feel it was because of his mistakes and not my good play. If I scout the mutas in time, I dont really have BIG problems with dealing the harass I feel. It's the further transitions, and in general what to do while facing that tactic, like taking a third and moving out of my base.
Here's the replay: http://drop.sc/197947/d
So here's my own thoughts (please give me corrections on this):
-I scouted no fast third, so knew something was up. I didnt check the other locations for a possible base, but since he build more lings than normal I got suspicious. -I saw the mutas with a zealot scout, so then i knew what he was doing
"Positive things" -Felt I reacted properly with blink quite shortly after -Decided to go DTs to be able to at least do some harass, plus i could make archons. (ended up sniping his third) -Ok army splits eventually while defending -Kept on with decent upgrades -Didnt lose a crucial amount of workers while defending in my base
"Negative things" -Built too many workers for 2base (was planning to take a third, but obviously ended up not ) -Didnt scout enough after I first spotted he went mutas -A couple of bad supply blocks -When i was planning to push out, i lost a ton of workers since I was way out of position for the mutas that countered my main. -I feel that my building placements slowed my defense abit, since it takes forever to move around them. What could i have done better here? Not a very big problem i feel, but it could have given me better blinks with more room
"Questions / Problems"
I feel I can never move out of my base while facing this play. I was planning for awhile to take a third. I did a couple of attempts that was denied by a single ling (lol), but abit after i changed my mind since i felt it was too hard dealing with attacks at 3 places at once. When would it be "safe" for me to take a third? How do i defend that, since i already need my units in main/nat? If on 2 bases when should i attack (wich i feel i cant)? In general i'm wondering when my advantage in the game is, and what to look for.
Sorry this was a long post, but it's abit frustrating to be so lost at this 
Hope someone have some good advices to give. Thanks in advance 
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