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The Protoss Help Me Thread - Page 268

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.
iremnant3847
Profile Joined June 2012
Taiwan269 Posts
June 22 2012 01:32 GMT
#5341
Is there a way Protoss can truly harass opponents? I find myself always massing up a deathball then pushing out, then either winning the game or losing my entire army. I don't know whether or not it's because of the league I'm in, but I'd still like to learn a few effective methods of good solid harass.
Misuari
Profile Joined May 2012
Singapore45 Posts
June 22 2012 01:43 GMT
#5342
On June 22 2012 10:32 vizi wrote:
Is there a way Protoss can truly harass opponents? I find myself always massing up a deathball then pushing out, then either winning the game or losing my entire army. I don't know whether or not it's because of the league I'm in, but I'd still like to learn a few effective methods of good solid harass.


You can check whitera's stream. Or his youtube account. He uses warp prism alot . http://www.youtube.com/user/WhiteRasc .
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-06-22 02:20:43
June 22 2012 02:18 GMT
#5343
--- Nuked ---
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-06-22 06:06:58
June 22 2012 02:22 GMT
#5344
On June 22 2012 10:32 vizi wrote:
Is there a way Protoss can truly harass opponents? I find myself always massing up a deathball then pushing out, then either winning the game or losing my entire army. I don't know whether or not it's because of the league I'm in, but I'd still like to learn a few effective methods of good solid harass.


The lack of harass is likely because you've never tried it, are uncomfortable with it, or both. Nothing stops you from grabbing a warp prism later on. If you feel like you can't afford the time spent within the robo, you can also just hide tons of pylons across the map later on. Warp 4-8 zealots/or dt's and simply run into an undefended 3rd/4th/5th base. Zealots work best vs zerg/protoss. Stalkers work best against planetaries (keep them behind mineral line on hold pos.) You'll be surprised how effective it can be -- especially if you leave some supply open and do it as you engage your opponent.
Misuari
Profile Joined May 2012
Singapore45 Posts
June 22 2012 16:02 GMT
#5345
Hey TL. I need your opinion on a PvZ i just did . I won , but barely hang on there. So i was thinking , did i transition correctly and maybe there is another better way to transition so that i wont have a hard time ? All help appreciated! http://drop.sc/202401
TheExodus
Profile Joined November 2011
293 Posts
June 22 2012 18:50 GMT
#5346
On June 23 2012 01:02 Misuari wrote:
Hey TL. I need your opinion on a PvZ i just did . I won , but barely hang on there. So i was thinking , did i transition correctly and maybe there is another better way to transition so that i wont have a hard time ? All help appreciated! http://drop.sc/202401


Uhm... I'm not sure what to say here... I have no idea what your transition was. The only reason you didn't die instantly with that opening was that your opponent was really bad. You barely produced probes, you had no defense even when you knew he was going mutas, no map control, had really poor control and well... I hate to say it, but you played really bad.

First of all, practice macro A LOT. You need to constantly build probes, don't miss any warpins and expand on time. Then practice openings/builds, but really, you need a lot of practice in the macro department...
Ewarnen
Profile Joined May 2012
Norway2 Posts
Last Edited: 2012-06-22 19:45:21
June 22 2012 19:44 GMT
#5347
Hey guys. I need some serious help. I'm a diamond league brotoss. I'm doing well pvz and doing great in pvt. But, then we come to the terrible PVP. I got like 10% winrate in pvp, maybe less. I think I know the reason tho. I worked my way from bronze to Dia with defending 4 gates, or using 4 gate myself. I felt like, those leagues was only about 4 gate or other badass all-ins. But now, in dia it just won't work. And I have totally NO experience with PVP macro game :O. And that kinda sucks.. I guess. To make it into master I'm pretty sure PVP is the thing I need to work on. I can't really keep leaving game when I meet another bro. Any pro thread or guide out there in the blue that could bless me with some sick PVP tips? Thanks.
Macro please! Chessers: shoo shoo
AnonymousEmu
Profile Joined April 2012
Canada70 Posts
June 22 2012 19:47 GMT
#5348
Hey tl, I have a problem vs terran.
The 2 main things I can do get countered: If I go colosus, they build vikings and kill my colosus before i can target the vikings down. If I go storm they just emp my army and then templar are useless I always loose big engagements because of this..

Help anyone?
PeggyHill
Profile Joined February 2011
1494 Posts
June 22 2012 20:14 GMT
#5349
On June 22 2012 10:32 vizi wrote:
Is there a way Protoss can truly harass opponents? I find myself always massing up a deathball then pushing out, then either winning the game or losing my entire army. I don't know whether or not it's because of the league I'm in, but I'd still like to learn a few effective methods of good solid harass.


PvZ warp prism harrass is very viable, when the zerg is on 3 or more bases. DTs are amazing as is just 8-10 zealots. Storm, drops are also great but require a lot more econ (3+ bases) and more control.

It can be good to warp in zealots first to target spores, then send in DTS (unless just no detection at all).

I think the key is having enough gates to make a harrass warp in overwhelming. Early game when you only have 3-7 gates, you cant warp in enough zealots to overwhelm any static defenses eaisly. Late game when you have 10-20 gates, and usually banking minerals, you can warp in enough zealots that any static defense will and the queen will die with decent control.

Also very good to target tech in a zergs main. Infestation pits and spires are priority.

PvT economic harrass is very limited, because orbitals can lift and if its not an orbital its a planetary, which you cant kill nearly as eaisly as a hatch with just zealots.

DTs again are not as effective vs terran due to scan & planetary.

The only effective harrass vs terran is harrass on their production, either supply depots or on the rax themselves. The problem is that this harrass is limited, basically only possible when the terran army is out of position or maxed.

PvP harrass is similar to PvZ. More emphasis on targeting tech, but oppourtunites to harrass in general are limited due to the games more likely to be 1-2 bases only.
The Eskimo
Profile Joined March 2012
United States21 Posts
June 23 2012 01:17 GMT
#5350
How do you take a fourth against Zerg?

I Honestly feel like the fourths on the map pool are much more viable for zerg and much less for protoss.
When life gives you lemons, you beat the crap out of life.
SkyBlaze
Profile Joined August 2010
Canada191 Posts
Last Edited: 2012-06-23 02:31:59
June 23 2012 02:30 GMT
#5351
On June 23 2012 10:17 The Eskimo wrote:
How do you take a fourth against Zerg?

I Honestly feel like the fourths on the map pool are much more viable for zerg and much less for protoss.


depends, how did the early game go? how did the mid game go? what are the upgrades? what are the 3rd base timings? what tech does either side have?

the question is too general. need more info.
| (╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
ineversmile
Profile Blog Joined December 2010
United States583 Posts
June 23 2012 02:36 GMT
#5352
To take a fourth (often even just to take a third) against zerg, you have to figure out your opponent's unit composition and counter it enough with yours that it's unprofitable for him to attack into you. If it's the 12ish minute roach max-out spam, you want sentries, immortals, and bottleneck choke points with cannons in order to deter him or make him pay for attacking with roaches constantly. If it's muta/ling, you need blink stalkers/ample phoenixes in order to be able to make the mutas a non-lucrative proposition and also deal with the 1/1-2/2 speedling accordingly. If it's fast hive, you should be teching fleet beacon to counteract that. But one way or another, it shouldn't be lucrative to attack you in PvZ.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Harpwn
Profile Blog Joined April 2010
Australia253 Posts
June 23 2012 07:41 GMT
#5353
What are the current best macro starting builds for someone getting back into the game. What are the standard openings at high level?
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
June 23 2012 08:01 GMT
#5354
On June 23 2012 16:41 Reignyo wrote:
What are the current best macro starting builds for someone getting back into the game. What are the standard openings at high level?


PvZ: forge fast expand, PvT: 1gate expand, PvP: safe tech builds, or rarely even fast expands. There's threads on all of those and on the possible followups in the forums.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
MutaKingPrime
Profile Joined November 2011
Korea (South)43 Posts
June 23 2012 08:38 GMT
#5355
Hey TL.

I've recently restarted SC2, and I was a Masters (P obviously) but I haven't played Season 7 nor Season 6.
I really wanna get good again (if I was ever good but anyways) but I feel as though being in Masters league for season 8 I'll be at a major disadvantage.
Should I go on my smurf, attempt to get into Plat-Gold-Diamond ish and try to work my way up or just get buttsecksed by Master leaguers until I get back into the groove of things?
THUGLYFE
TheExodus
Profile Joined November 2011
293 Posts
June 23 2012 08:40 GMT
#5356
On June 23 2012 17:01 Teoita wrote:
Show nested quote +
On June 23 2012 16:41 Reignyo wrote:
What are the current best macro starting builds for someone getting back into the game. What are the standard openings at high level?


PvZ: forge fast expand, PvT: 1gate expand, PvP: safe tech builds, or rarely even fast expands. There's threads on all of those and on the possible followups in the forums.


Can someone point me to a safe PvP FE build?
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2012-06-23 08:52:53
June 23 2012 08:52 GMT
#5357
On June 23 2012 17:40 TheExodus wrote:
Show nested quote +
On June 23 2012 17:01 Teoita wrote:
On June 23 2012 16:41 Reignyo wrote:
What are the current best macro starting builds for someone getting back into the game. What are the standard openings at high level?


PvZ: forge fast expand, PvT: 1gate expand, PvP: safe tech builds, or rarely even fast expands. There's threads on all of those and on the possible followups in the forums.


Can someone point me to a safe PvP FE build?


I know Oz and Huk have gone FE in GSL and at MLG, so you could search for their vods. Monk has a post linking to vods of it but i don't remember where. I remember a game of Oz doing it on Antiga Shipyard in Code S a couple of seasons ago.

Anyway, you basically 3stalker rush, follow up with 2 extra sentries, expand when you can afford to, then get 2 more sentries once wg is done and go robo for immortals and observers. I don't really know any more details than that i am afraid.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Fenneth
Profile Blog Joined April 2007
Australia354 Posts
June 23 2012 08:53 GMT
#5358
On June 23 2012 17:40 TheExodus wrote:
Show nested quote +
On June 23 2012 17:01 Teoita wrote:
On June 23 2012 16:41 Reignyo wrote:
What are the current best macro starting builds for someone getting back into the game. What are the standard openings at high level?


PvZ: forge fast expand, PvT: 1gate expand, PvP: safe tech builds, or rarely even fast expands. There's threads on all of those and on the possible followups in the forums.


Can someone point me to a safe PvP FE build?


There is no really safe PvP FE build. There are only risky ones.

There are threads like these that attempt to show ways, but there will always be 1 base strategies that they can't hold. IMO, PvP in its current state has a fairly large component of luck.
.Enigma
Profile Joined December 2010
United Kingdom116 Posts
Last Edited: 2012-06-23 12:21:31
June 23 2012 12:20 GMT
#5359
Hi TL, I've been losing consistently against some very specific builds and I'm looking for the best possible response to each.
Ideally this would be a responsive build order which is well refined and proven to work. I'm sure a lot of people have difficulty with the same builds so hopefully this can also help others.

PvP

I scout after cyber in this matchup.

1) Mineral line cannon rush.

These games happen in around 1 in 5 PvPs and make the matchup completely unbearable. Due to the late scout my probe will never have seen their base. My usual response is to put ~8 probes on the pylons (as many as the surface area will allow), cancel my cyber, pull probes off gas, and start a zealot. I have never defended this cheese, and it has cost me dozens of frustrating losses.

If you are unable to stop the 2-3 pylons starting, can the game be won under any circumstances? Do I have to resort to following my opponents 'scouting' probe with a probe of my own as soon as it enters my base? (I have never seen this happen in a pro game so surely this can't be the case?)

I've tried completely ignoring the cannons and starting a nexus elsewhere, but haven't had any success with this either.

2) Proxy 2gate

My scouting pattern checks nearby proxy locations quite thoroughly so I can usually spot this before it's too late. My preferred response is to start a forge and attempt to delay the first zealots until a cannon finishes. However, I'm having trouble with the exact build which I should follow assuming I survive past this point with minimal probe loss.
At this point I feel that I should be ahead but I find I will often lose when my opponent either techs quickly or cannon rushes me.

My questions are: For how long do I cut probes? How many zealots should I make? (is 1 enough or too risky?) How quickly should I take gas/resume mining gas and start a cyber?

Finally, is the forge response the best or should I be trying to defend with 2 gates of my own, even if the 2nd is very late?

PvT

I scout at 13 in this matchup

1) 2/3 rax marine-scv all in

I faced this so often at one point that every time I scouted a gasless terran who hadn't walled in I assumed it was coming. Thankfully I'm seeing it less often now, but when it comes I usually lose.

Should I be making a zealot every time I'm don't scout a low-ground CC or is this too extreme? Once I do see it coming, what is the best response: Is a 2nd gate or 2nd gas necessary? Should I be using any chrono on warpgate, or all of it on stalker production? Should I continue with probe production since I will be pulling all of them at some point anyway? Is it sensible to make an extra pylon to power the gateway, even if I am well below my supply cap?

If anyone has a replay which they feel shows an effective defense of any of these builds then it would be great to see them!

Thanks
stardin
Profile Joined September 2010
Israel88 Posts
June 23 2012 13:07 GMT
#5360
Hi im having a lot of trouble concerning control groups. Having a hard time deciding how to use my army - 1 is usually for zealots, 2 for stalkers and sentries, and 3 for templars. Now i dont know where to put colossus... Adding a 4th group i feel will make it too much of a mess, and adding it to 1 with the zealots will create a problem that i cannot spread my zealots easily since the colossus will move with them, and i dont want the colossus to go with the melee units obviously. Adding it to the stalkers and the sentries creates a problem when targeting vikings, since the colossus will a move to the location of the vikings which is not what i want it to do in battles. Adding it to the templars will create another problem, which is the spreading of templars vs ghosts and the templar's slow mobility and in general as a protoss you would want i presume to position the templars and colossus in different locations.

Any ideas?

Thanks.
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