• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:22
CET 22:22
KST 06:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!10[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down16ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League79Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development How do you feel about the mass reverts in the 5.0.17 PTR? Team Liquid Map Contest #22: Results and Winners No more SC2 streamers on team liquid?
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament ISSL (IntoTheTV x SOOP SC2 League): Premier WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
[ASL22] Finals Preview: Sweet Victory! Recent recommended BW games [Megathread] Daily Funny Videos Hands of Pluto Oceanic Brood War - Join and chat!
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues [ASL22] Grand Finals [BSL23] RO24 Group C
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11012 users

The Protoss Help Me Thread - Page 260

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 258 259 260 261 262 432 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
IHertz
Profile Blog Joined February 2011
United States66 Posts
June 14 2012 23:45 GMT
#5181
In PvP I do a build that gets 3 stalkers out really fast (NOT the 3 stalker rush, I learned this build from Rotterdam), if I see my opponent being really greedy with a 1 gate robo how do I punish this? I tried 4 gating it and do a ton of economic damage, but they always seem to get an immortal out and defend it...and then do a 2 collosus push and kill me, how do I punish when I see this? (and what composition should I have during a 4gate against 1 gate robo).
Payson
Profile Blog Joined April 2011
United States394 Posts
June 14 2012 23:54 GMT
#5182
On June 15 2012 08:45 IHertz wrote:
In PvP I do a build that gets 3 stalkers out really fast (NOT the 3 stalker rush, I learned this build from Rotterdam), if I see my opponent being really greedy with a 1 gate robo how do I punish this? I tried 4 gating it and do a ton of economic damage, but they always seem to get an immortal out and defend it...and then do a 2 collosus push and kill me, how do I punish when I see this? (and what composition should I have during a 4gate against 1 gate robo).


Can you provide a replay? I'll check it out for you to see what you did wrong. If he's going for a greedy 1gate robo (what unit comp is he running before the Robo kicks in?) you should be able to get a pylon at the bottom of his ramp or even in his main depending on how greedy he is playing.

How fast are these 3 stalkers coming out?

A replay would really help with all this!
IHertz
Profile Blog Joined February 2011
United States66 Posts
June 15 2012 01:01 GMT
#5183
On June 15 2012 08:54 Payson wrote:
Show nested quote +
On June 15 2012 08:45 IHertz wrote:
In PvP I do a build that gets 3 stalkers out really fast (NOT the 3 stalker rush, I learned this build from Rotterdam), if I see my opponent being really greedy with a 1 gate robo how do I punish this? I tried 4 gating it and do a ton of economic damage, but they always seem to get an immortal out and defend it...and then do a 2 collosus push and kill me, how do I punish when I see this? (and what composition should I have during a 4gate against 1 gate robo).


Can you provide a replay? I'll check it out for you to see what you did wrong. If he's going for a greedy 1gate robo (what unit comp is he running before the Robo kicks in?) you should be able to get a pylon at the bottom of his ramp or even in his main depending on how greedy he is playing.

How fast are these 3 stalkers coming out?

A replay would really help with all this!


http://drop.sc/198000 - Here you are, btw I am in diamond.
Payson
Profile Blog Joined April 2011
United States394 Posts
Last Edited: 2012-06-15 01:41:42
June 15 2012 01:41 GMT
#5184
On June 15 2012 10:01 IHertz wrote:
Show nested quote +
On June 15 2012 08:54 Payson wrote:
On June 15 2012 08:45 IHertz wrote:
In PvP I do a build that gets 3 stalkers out really fast (NOT the 3 stalker rush, I learned this build from Rotterdam), if I see my opponent being really greedy with a 1 gate robo how do I punish this? I tried 4 gating it and do a ton of economic damage, but they always seem to get an immortal out and defend it...and then do a 2 collosus push and kill me, how do I punish when I see this? (and what composition should I have during a 4gate against 1 gate robo).


Can you provide a replay? I'll check it out for you to see what you did wrong. If he's going for a greedy 1gate robo (what unit comp is he running before the Robo kicks in?) you should be able to get a pylon at the bottom of his ramp or even in his main depending on how greedy he is playing.

How fast are these 3 stalkers coming out?

A replay would really help with all this!


http://drop.sc/198000 - Here you are, btw I am in diamond.


Well, my first issue is you went 11 gate, if you're going to cut that probee, you SHOULD be attempting to put heavy pressure on your opponent, which you didn't. (I'm guessing this is part of the build?)

When you decided to 4gate, you first warp in didn't even come until 6:25, and you were only going off 2 gateways at that point. If you were going to commit to the 4gate, you should've put all your chrono into warpgate tech and get that warpin at 5:45!

Your main unit composition should be the normal 4 stalkers to start off warping in with, this way you can pick off the majority of his units, you'll likely get your 2nd warpin with 3 zealots and a stalker by the time his first immortal pops out and it's gg from there.

You're opponent could've done a better job holding your push though, his ffs were off and not very effective.
rd
Profile Blog Joined July 2010
United States2586 Posts
June 15 2012 02:06 GMT
#5185
On June 15 2012 08:45 IHertz wrote:
In PvP I do a build that gets 3 stalkers out really fast (NOT the 3 stalker rush, I learned this build from Rotterdam), if I see my opponent being really greedy with a 1 gate robo how do I punish this? I tried 4 gating it and do a ton of economic damage, but they always seem to get an immortal out and defend it...and then do a 2 collosus push and kill me, how do I punish when I see this? (and what composition should I have during a 4gate against 1 gate robo).


1g robo isn't really greedy though, and should beat 4 gate consistently. Theres really no way to tell hes gonna 1g robo unless he decides to reveal to you his 2nd gas, and even that doesn't indicate much.

That, and like mentioned above, your 4 gate was poorly executed. If you had hit the correct timings and micro'ed vs the zealots you'd have easily rolled him over. It's definitely not the hardest build, but in high level PvP warp gate timings will make or break you. I'd practice the build first and make sure you're hitting the timings correctly before trying to wing it in a 1v1.
Chandra
Profile Joined July 2011
United States123 Posts
June 15 2012 02:08 GMT
#5186
When 3 stalker rushing in PvP if I scout a 4 gate, after stalkers 2 and 3 should I produce: a. a zealot and sentry and attempt to FF the ramp, or b. 2 more stalkers. It seems like the two stalkers would end up holding a lot more convincingly without the need to get more sentries to chain FFs, but I'm unsure.
CaliGuy03
Profile Joined June 2012
2 Posts
June 15 2012 02:47 GMT
#5187
Ok, I need some help--

I'm a pretty mediocre silver-league player. My macro is probably a bit below where it should be, but it's not bad. I think my much bigger issues are micro and mechanics. Specifically, I am consistently losing in PvT to MMM or MMM+Tank mixes, even when I have a higher army value and upgrades before the engagement.

I don't have a replay at the moment, so I was hoping somebody could just some general advice. Assuming a fairly equal army size (or my army being a bit more valuable, even), what are the basic principles for Protoss versus MMM or MMM+Tank? Assume that the armies engage on equal terrain and without any crazy retreating--just a straight up fight.

Given that my army value tends to be higher than my opponent's, and I'm still losing, the way I see it, my issue must be one of these two things;

1) Army composition
2) Micro/mechanics

Any general tips would be great.
ZeromuS
Profile Blog Joined October 2010
Canada13430 Posts
June 15 2012 03:00 GMT
#5188
On June 15 2012 11:47 CaliGuy03 wrote:
Ok, I need some help--

I'm a pretty mediocre silver-league player. My macro is probably a bit below where it should be, but it's not bad. I think my much bigger issues are micro and mechanics. Specifically, I am consistently losing in PvT to MMM or MMM+Tank mixes, even when I have a higher army value and upgrades before the engagement.

I don't have a replay at the moment, so I was hoping somebody could just some general advice. Assuming a fairly equal army size (or my army being a bit more valuable, even), what are the basic principles for Protoss versus MMM or MMM+Tank? Assume that the armies engage on equal terrain and without any crazy retreating--just a straight up fight.

Given that my army value tends to be higher than my opponent's, and I'm still losing, the way I see it, my issue must be one of these two things;

1) Army composition
2) Micro/mechanics

Any general tips would be great.


We need the replay.

Also, mechanics is indicative of macro. And in silver league you shouldn't think its ok or good. Your first focus has to be macro, always always always. Don't be complacent it will make you play worse and it will take longer to get better.

I thought my macro was "ok", got complacent and was stuck in diamond for a year before hitting masters. I am still not happy with my macro and my skill level and thats what keeps me playing and improving

This being said against tanks having immortals is good, having collossi is good against marines is good. Don't forget to use guardian shield every time you engage any ranged units.

Be careful with the composition. 2 zealots/1 stalker/1 sentry for every 4 gateways that produce units is what I learned a long long time ago. When you get 4 sentries against terran its ok to stop and get 2 zealot/1 stalker spend rest of gas on tech and you want a 2:1 ratio of zealots to stalkers most of the time. You only need about 10-16 stalkers to kill vikings that shoot your collossi.

Thats a simple and quick run down
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
CaliGuy03
Profile Joined June 2012
2 Posts
June 15 2012 03:15 GMT
#5189
On June 15 2012 12:00 ZeromuS wrote:
Show nested quote +
On June 15 2012 11:47 CaliGuy03 wrote:
Ok, I need some help--

I'm a pretty mediocre silver-league player. My macro is probably a bit below where it should be, but it's not bad. I think my much bigger issues are micro and mechanics. Specifically, I am consistently losing in PvT to MMM or MMM+Tank mixes, even when I have a higher army value and upgrades before the engagement.

I don't have a replay at the moment, so I was hoping somebody could just some general advice. Assuming a fairly equal army size (or my army being a bit more valuable, even), what are the basic principles for Protoss versus MMM or MMM+Tank? Assume that the armies engage on equal terrain and without any crazy retreating--just a straight up fight.

Given that my army value tends to be higher than my opponent's, and I'm still losing, the way I see it, my issue must be one of these two things;

1) Army composition
2) Micro/mechanics

Any general tips would be great.


We need the replay.

Also, mechanics is indicative of macro. And in silver league you shouldn't think its ok or good. Your first focus has to be macro, always always always. Don't be complacent it will make you play worse and it will take longer to get better.

I thought my macro was "ok", got complacent and was stuck in diamond for a year before hitting masters. I am still not happy with my macro and my skill level and thats what keeps me playing and improving

This being said against tanks having immortals is good, having collossi is good against marines is good. Don't forget to use guardian shield every time you engage any ranged units.

Be careful with the composition. 2 zealots/1 stalker/1 sentry for every 4 gateways that produce units is what I learned a long long time ago. When you get 4 sentries against terran its ok to stop and get 2 zealot/1 stalker spend rest of gas on tech and you want a 2:1 ratio of zealots to stalkers most of the time. You only need about 10-16 stalkers to kill vikings that shoot your collossi.

Thats a simple and quick run down


Appreciate it. I will post replay when I can, I just don't have them on this computer and I'm not at home.

I should clarify: I don't think my macro is "good." I don't even think it's "average" in the scheme of all SC2 players. I really said that only to emphasize that I'm frequently losing games where I am significnatly outperforming the other guy in macro. Watching my replays, I consistently have better worker saturation, higher army value, more upgrades, etc., and I still regularly lose to the Terran unit compositions above.

But your point is well taken about macro. I'll keep it in mind.

Really appreciate your tips on unit composition. I think I'm overproducing stalkers and underproducing zealots. Are there any tricks to protecting your Colossi from focus fire? I usually get the range upgrade, but I still find them going down very quickly relative to the rest of my army.

Also, what about force field in those engagements? I find it very hard to split up an MMM army when they already have a nice concave by the time they get to me.
Kovaz
Profile Joined October 2010
Canada233 Posts
June 15 2012 03:53 GMT
#5190
What's a good build to get templar first in PvT? I generally go for:
standard 1gate expand into 3gate robo
get 4 gases asap
add on a forge and TC
get +1 armor and charge
templar archives as gas allows
add on 1 or 2 gates
all gas to templar and rest of production to zealots
take a third as storm finishes,

and I usually have around 4 templar with energy for storm by then. However, I never feel like I have enough stuff to defend midgame pushes, even if I land my storms. I really want to learn how to use templar as my main AoE, since even if it's not optimal it will improve me as a player who has always relied on colossi. So, questions:

1) Is templar first a legitimate style that can work?

2) Should I be playing the passive game, trying to establish a third? Or should I be more aggressive?

3) Is the build I'm using optimal or are there better ones?
insearchof
Profile Joined July 2011
United States57 Posts
June 15 2012 06:57 GMT
#5191
On June 15 2012 01:44 IROverRated wrote:
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?



try getting much later gases, and just more cannons? if its the 7 roach rush from along time ago then the zerg does it off 1 base. if u cannon up youll be on 2base and the better income. your choice to either macro up off 2base and timing attack or take your third and get more ahead.
Abandon all hope, ye who enter here.
recklessfire
Profile Joined September 2010
United States373 Posts
June 15 2012 07:24 GMT
#5192
On June 15 2012 12:53 Kovaz wrote:
What's a good build to get templar first in PvT? I generally go for:
standard 1gate expand into 3gate robo
get 4 gases asap
add on a forge and TC
get +1 armor and charge
templar archives as gas allows
add on 1 or 2 gates
all gas to templar and rest of production to zealots
take a third as storm finishes,

and I usually have around 4 templar with energy for storm by then. However, I never feel like I have enough stuff to defend midgame pushes, even if I land my storms. I really want to learn how to use templar as my main AoE, since even if it's not optimal it will improve me as a player who has always relied on colossi. So, questions:

1) Is templar first a legitimate style that can work?

2) Should I be playing the passive game, trying to establish a third? Or should I be more aggressive?

3) Is the build I'm using optimal or are there better ones?


I like to use kcdc's pvt opener vs gaseless expanding terrans
http://www.teamliquid.net/forum/viewmessage.php?topic_id=319339

gets you two templars with storm, 1/1 and chargelots around the standard 10:30 two medivac push from gasless expanding terrans. Also lets you take a pretty quick third, should the terran play standard ofc. If you do see them opening a two rax, or some kind of one gas/two gas play, you will not get storm in time since your whole build needs to be adjusted and i seriously dont recommend you trying to rush to storm at that point because the medivac push will come faster and you just wont have the firepower to deal with it. You will need to go through robo tech or some kind of timing.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2012-06-15 08:54:09
June 15 2012 08:53 GMT
#5193
do you guys see mostly infestor play, mass roach play, or mutas in zvp? Every time I use mutas and toss took a quick third and reasonably holds (like robo/sentry into third into blink) i just gg out because i feel like im too far behind (and if i made any roaches, which you generally have to because you can't tell if it's robo expand or robo all-in, you cant get enough mutas to do anything). Is muta play still used in zvp? what's harder for you to deal with?

do P think zerg are op? why (so i can abuse it on ladder haha). seems like a lot of people are saying zerg op recently. not trying to talk balance, just wondering what 'many toss' think of the state of zerg and what exactly is the headache. i just feel so lost in this match-up, you can't start any tech for fear that it's actually 7 gate + tech instead of 5 gates + tech into expand and then your mutas are too late to do damage/infestors and quick hive are too slow and you die. cant find a balance.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
June 15 2012 09:15 GMT
#5194
On June 15 2012 17:53 Belial88 wrote:
do you guys see mostly infestor play, mass roach play, or mutas in zvp? Every time I use mutas and toss took a quick third and reasonably holds (like robo/sentry into third into blink) i just gg out because i feel like im too far behind (and if i made any roaches, which you generally have to because you can't tell if it's robo expand or robo all-in, you cant get enough mutas to do anything). Is muta play still used in zvp? what's harder for you to deal with?

do P think zerg are op? why (so i can abuse it on ladder haha). seems like a lot of people are saying zerg op recently. not trying to talk balance, just wondering what 'many toss' think of the state of zerg and what exactly is the headache. i just feel so lost in this match-up, you can't start any tech for fear that it's actually 7 gate + tech instead of 5 gates + tech into expand and then your mutas are too late to do damage/infestors and quick hive are too slow and you die. cant find a balance.


Mostly i see various busts on my third, with either roach, roach hydra (if i open stargate they seem to think that's going to work. Protip: dont), or even hydra ling (same as before), followed by the usual wall of spines, infestor/broodlord etc.

I personally think Mutas are a good reaction when you see protoss taking a third off robo tech, if not the best, and i rarely see muta builds lately for some reason. Mutas are probably the hardest thing to deal with for me in that situation, especially if you play super risky and do a very greedy muta build that's unsafe against lots of allins.
The other thing that's hard for me to deal with is super lategame when zerg pushes with both insane amounts of well split infestor/broodlord and the whole freakin spine crawler wall across the map. I know in that spot i need carriers but i still haven't figured out how to transition into them.
Last i fucking suck against baneling drop stuff because i my micro is bad and i don't know how to react well to that kind of play, banelings are scary as hell tt.

PvZ is my best matchup though (low master/high diamond level so whatever :D) and whenever i lose it' usually shitty minimap awareness or awful micro, so take all this with a grain of salt.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
June 15 2012 09:33 GMT
#5195
^ The problem with mutas is that 200 gas is a huge investment (as well as the 5th and 6th geyser and the 6 drones you put in them), so if Toss is all-inning, you just lose, and you can't tell if it's a 5 gate robo expand build, or a 7 gate robo all-in, or a 5 gate blink opener, or a 7 gate blink all-in (even against 5 gate tech pressure you need some roaches, although you could start the spire safely, you can't know that it's not all-in but just pressure since you can't tell if he hid 2 of the gates some other corner of the base).

Then, seeing Toss expand, putting a spire down at that time is already too late, and if you made any roaches (like preparing for immortal/sentry all-in or even pressure), you lose.

It would be okay if you could just make a spire, and then go roach/ling until toss makes a third, but you'd basically die to any all-in.

We are seeing zergs do some really crazy stuff now in zvp, like skip roach speed and upgrades and go super fast muta to just base trade vs all-ins, but it's very new stuff so maybe it will work maybe it won't.

That's the problem with mutas vs robo tech. Yes, robo expand, its amazing. Robo all-in, it's terrible and you just autolose just for makikng a spire.

Thanks for the reply though. Shouldn't you be pushing against zerg before he has hive, with 3+ colossi and 3 base army though? Or you just can't break a good spine/infestor/corruptor wall?

I used to baneling drop a lot. maybe i'll try it against fast third robo openers. i just stopped doing it because imo just going infestors and fast hive for the same cost is better, and the difference that bane drop allows you to attack before toss move sout while bl comes after toss moves out, can be saved by massing spines to just buy that extra time. i dont see pros do it ever, and once i got higher up it seemed infestor and muta and even mass roach play is just better.

what about using the mothership against that mass broodlord army, or at least to prevent zerg from pushing on you and buy you enough time to get carriers? you dont have to engage with the mothership, just use it to make sure zerg backs off so you can buy enough time for some carriers.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
June 15 2012 09:55 GMT
#5196
Thanks for the muta stuff i didn't know that. You learn something new every day, and not being an allin guy that's fairly new to me. 2base protoss is so gay -.-

I don't mind going up to mothership, playing the lategame and all that stuff honestly, rather than trying to kill zerg before hive tech; i only go for a 3base timing like that if he goes for a bust on my third and fails horribly (again, lol roach hydra). I find it really easy to just outmultitask zergs at my level with warp prisms, storm drops etc and eventually archon toilet to finish it.
I just have a hard time breaking a zerg when he's actually pushing with all his stuff in the middle up the map, in split situations, even if i do have archon+mothership because, well, 20 spines supporting 15 broods and 10 infestors (or something like that) is a ton of damage no matter what you have basically.

Thankfully, the vast majority of my pvz's never get to split map stage because i often end up either screwing up my micro and losing or killing the zerg's economy before he can get the sick deathball in position to push my side of the map.

Realistically given what people do these days, you are better off just playing it super safe against allins and in case going up to hive tech. I went through all of the replays of korean players in ipl4 in pvz, and out of 26 games there were....4 in which protoss did a straight up 3 base macro build. 4. All of the otheres were some random 2base allin, which just makes me sad.

Oh also, it's annoying as hell if zerg delays his third and gets ling speed, because with the new queen range it's hard as hell to tell wether zerg is allining or just trying to scare you with speedlings, keeping map control etc.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-06-15 15:53:37
June 15 2012 14:35 GMT
#5197
On June 15 2012 17:53 Belial88 wrote:
do you guys see mostly infestor play, mass roach play, or mutas in zvp? Every time I use mutas and toss took a quick third and reasonably holds (like robo/sentry into third into blink) i just gg out because i feel like im too far behind (and if i made any roaches, which you generally have to because you can't tell if it's robo expand or robo all-in, you cant get enough mutas to do anything). Is muta play still used in zvp? what's harder for you to deal with?

do P think zerg are op? why (so i can abuse it on ladder haha). seems like a lot of people are saying zerg op recently. not trying to talk balance, just wondering what 'many toss' think of the state of zerg and what exactly is the headache. i just feel so lost in this match-up, you can't start any tech for fear that it's actually 7 gate + tech instead of 5 gates + tech into expand and then your mutas are too late to do damage/infestors and quick hive are too slow and you die. cant find a balance.


Like, 75% of my PvZ are standard roach/ling into infestor. 10% are roach into muta and 15% go roachless ling muta. Iunno how you'd gg out unless you're losing tons of mutas from blink. If they're at the very least stuck on 3 base and preparing to max out and try to win you have a reasonable shot at a base trade. Also depends on the map too I guess.

I don't think it's OP it's just intimidating. Some maps are fairly difficult to hold muta pressure before storm/blink. It's also really annoying when they reveal roaches, but then make an ovseer/and or spores to deny total vision/hide the spire/gas count. The first attack by the unscouted mutas will usually score a minimum of 10 workers.
IROverRated
Profile Joined June 2012
United Kingdom5 Posts
June 15 2012 14:57 GMT
#5198
On June 15 2012 15:57 insearchof wrote:
Show nested quote +
On June 15 2012 01:44 IROverRated wrote:
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?



try getting much later gases, and just more cannons? if its the 7 roach rush from along time ago then the zerg does it off 1 base. if u cannon up youll be on 2base and the better income. your choice to either macro up off 2base and timing attack or take your third and get more ahead.


It is that unfortunately, I did play a game last night and he just mass roached with about 30+ roaches by 12 minutes (I think, not sure)
I luckily managed to hold this off however with FF placements, immortals, and my colossi just made it out in time.

It's after the first engagement I struggle with mostly because I don't react quick enough to his transitions and i just freeze up. I need to practice against zerg as well because that's my weakest match up (vT or vP I'm ok with) It's just Zerg that's the problem for me.
// EU Silver Protoss // When behind, Dark Shrine! //
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
June 15 2012 15:04 GMT
#5199
On June 15 2012 23:57 IROverRated wrote:
Show nested quote +
On June 15 2012 15:57 insearchof wrote:
On June 15 2012 01:44 IROverRated wrote:
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?



try getting much later gases, and just more cannons? if its the 7 roach rush from along time ago then the zerg does it off 1 base. if u cannon up youll be on 2base and the better income. your choice to either macro up off 2base and timing attack or take your third and get more ahead.


It is that unfortunately, I did play a game last night and he just mass roached with about 30+ roaches by 12 minutes (I think, not sure)
I luckily managed to hold this off however with FF placements, immortals, and my colossi just made it out in time.

It's after the first engagement I struggle with mostly because I don't react quick enough to his transitions and i just freeze up. I need to practice against zerg as well because that's my weakest match up (vT or vP I'm ok with) It's just Zerg that's the problem for me.


A replay would be nice (upload them on drop.sc), but generally if zerg does some sort of roach-heavy build, your army eventually will be as cost efficient as his in the long run unless his economy is much better (hence the saying, zerg should always be one base ahead of protoss).
With that in mind, once you hold off roach aggression if you have as many bases as him you can just macro for like 3 minutes and counter attack to win. Especially in lower leagues, zergs tend to have very very late third bases so that would be a reasonable plan.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
June 15 2012 15:15 GMT
#5200
On June 15 2012 12:15 CaliGuy03 wrote:
Show nested quote +
On June 15 2012 12:00 ZeromuS wrote:
On June 15 2012 11:47 CaliGuy03 wrote:
Ok, I need some help--

I'm a pretty mediocre silver-league player. My macro is probably a bit below where it should be, but it's not bad. I think my much bigger issues are micro and mechanics. Specifically, I am consistently losing in PvT to MMM or MMM+Tank mixes, even when I have a higher army value and upgrades before the engagement.

I don't have a replay at the moment, so I was hoping somebody could just some general advice. Assuming a fairly equal army size (or my army being a bit more valuable, even), what are the basic principles for Protoss versus MMM or MMM+Tank? Assume that the armies engage on equal terrain and without any crazy retreating--just a straight up fight.

Given that my army value tends to be higher than my opponent's, and I'm still losing, the way I see it, my issue must be one of these two things;

1) Army composition
2) Micro/mechanics

Any general tips would be great.


We need the replay.

Also, mechanics is indicative of macro. And in silver league you shouldn't think its ok or good. Your first focus has to be macro, always always always. Don't be complacent it will make you play worse and it will take longer to get better.

I thought my macro was "ok", got complacent and was stuck in diamond for a year before hitting masters. I am still not happy with my macro and my skill level and thats what keeps me playing and improving

This being said against tanks having immortals is good, having collossi is good against marines is good. Don't forget to use guardian shield every time you engage any ranged units.

Be careful with the composition. 2 zealots/1 stalker/1 sentry for every 4 gateways that produce units is what I learned a long long time ago. When you get 4 sentries against terran its ok to stop and get 2 zealot/1 stalker spend rest of gas on tech and you want a 2:1 ratio of zealots to stalkers most of the time. You only need about 10-16 stalkers to kill vikings that shoot your collossi.

Thats a simple and quick run down


Appreciate it. I will post replay when I can, I just don't have them on this computer and I'm not at home.

I should clarify: I don't think my macro is "good." I don't even think it's "average" in the scheme of all SC2 players. I really said that only to emphasize that I'm frequently losing games where I am significnatly outperforming the other guy in macro. Watching my replays, I consistently have better worker saturation, higher army value, more upgrades, etc., and I still regularly lose to the Terran unit compositions above.

But your point is well taken about macro. I'll keep it in mind.

Really appreciate your tips on unit composition. I think I'm overproducing stalkers and underproducing zealots. Are there any tricks to protecting your Colossi from focus fire? I usually get the range upgrade, but I still find them going down very quickly relative to the rest of my army.

Also, what about force field in those engagements? I find it very hard to split up an MMM army when they already have a nice concave by the time they get to me.


It is natural as a Protoss when you have a warp in round available to just go "meh, more stalkers." A lot of midgame Protoss compositions become almost mass stalker. Stalkers get absolutely annihilated by marauders. No contest.

In silver, once you get around 3 colossi (and they're scouted) your opponent SHOULD start producing Vikings. Have an observer in their base to check their starport production (or if you want to be fancy, dropping some zealots in there with a warp prism gets you a scout and can delay production.) Switch your production to HT with storm, and a few archons (usually stop around 4-6 templar, the rest archons until late game.)

Silver players won't be able to dodge storms. So just blanket their army in storms before your chargelots hit them and you'll crush them. If they have ghosts then you have to win the feedback vs EMP war.

But if they have a concave, don't engage. Sit back and wait for them to come to you - when they're on move command, you can storm them a lot easier. Especially if they have to go through a choke, which you can create with force fields. However, most forcefields in that situation become fairly redundant, as they will hinder the surface area your zealots can get, and archons and colossi crush them anyway. Use FFs to create doughnuts to storm, or to block off the escape of the Terran army (be prepared to use stalkers to target down medivacs if they pick up and fly off, blink is useful for this.) Generally just pop a guardian shield, get your stalkers to target vikings, feedback ghosts and storm the big balls of bio units.

Also don't forget to warp in units during the fight, and spend chrono on your gates. You should have around 7-8 gates off 2 base, and 11-12 off 3. 4 gates per base isn't QUITE sustainable, but it should be fine at silver.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
Prev 1 258 259 260 261 262 432 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 516
Nathanias 117
JuggernautJason77
SpeCial 49
EmSc Tv 26
StarCraft: Brood War
Britney 12009
ProTech186
White-Ra 175
Sexy 34
910 30
Dota 2
febbydoto1
Counter-Strike
Fnx 1202
Heroes of the Storm
Grubby3766
Liquid`Hasu685
Other Games
FrodaN1161
ceh9631
B2W.Neo544
shahzam473
C9.Mang0133
Trikslyr41
Chillindude22
fpsfer 1
Organizations
StarCraft 2
EmSc Tv 26
EmSc2Tv 26
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 57
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21131
League of Legends
• TFBlade601
Other Games
• imaqtpie912
• Shiphtur465
• WagamamaTV232
Upcoming Events
PiGosaur Cup
3h 8m
IntoTheTV X SOOP
4h 38m
The PondCast
12h 38m
Kung Fu Cup
13h 38m
IntoTheTV X SOOP
1d 13h
SHIN vs GuMiho
Clem vs Classic
OSC
2 days
WardiTV Invitational
2 days
GSL
2 days
Epic.LAN
2 days
Replay Cast
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
Epic.LAN
3 days
Yamato Cup
4 days
Map Test Tournament
5 days
WardiTV Weekly
5 days
Replay Cast
6 days
Rogue vs Classic
Patches Events
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.