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The Protoss Help Me Thread - Page 281

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.
Squide
Profile Joined December 2009
Sweden141 Posts
July 07 2012 21:45 GMT
#5601
Seriously.. played 2 Terrans in a row.. and both 1 based me..
Can they please stop cheesing? for real?

What should i do?

///sorry im drunk
Swedish | Diamond | Squide.606 | EU
ineversmile
Profile Blog Joined December 2010
United States583 Posts
July 07 2012 23:29 GMT
#5602
@Abusion: Without replays, nobody is going to know what the hell you're talking about. Get on that.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
KingLumps
Profile Joined January 2012
74 Posts
Last Edited: 2012-07-08 04:33:01
July 08 2012 04:18 GMT
#5603
What are your guys' thoughts on a colossus-less PvZ? I've been playing my PvZ without them lately and getting ht/storm instead. So my army is usually immortal/stalker/ht/archon mid to mid late game (the only thing you really have to get after is ms) before mass bls.

My thoughts are:
1) colossus aren't really good after Zerg starts getting a lot of bl, they help in the beginning but not much longer than that, while hts and archon are needed late game
2) colossus seem to be good for hitting a timing right before hive and/or greater spire are done. I feel this is a great time to do lots of damage but if you don't, or zerg can delay you until he has his tier 3, seems kinda scary
3) hts are needed against a muta transitions
4) storm plus immortals seem to handle any late heavy roach play just as well as colossus
5) colossus aren't good against any (rare) ultra bane style as archons and storm are better. Seriously Colossi arent good vs any tier 3 Zerg tech

The cons that I can think of:
1) colossus are better at countering the infestor tech that zergs have to get
2) lack of robo bay means no warp prism speed which is very helpful for harassment
3) colossus have an attack, hts don't so it's more micro intensive.

Just wondering what other fellow toss think
iSuck
aBstractx
Profile Joined May 2010
United States287 Posts
July 08 2012 06:07 GMT
#5604
no colosus die to infestoor. true story

User was warned for this post
P7GAB
Profile Joined June 2012
Canada486 Posts
July 08 2012 06:55 GMT
#5605
On July 08 2012 13:18 KingLumps wrote:
What are your guys' thoughts on a colossus-less PvZ? I've been playing my PvZ without them lately and getting ht/storm instead. So my army is usually immortal/stalker/ht/archon mid to mid late game (the only thing you really have to get after is ms) before mass bls.

My thoughts are:
1) colossus aren't really good after Zerg starts getting a lot of bl, they help in the beginning but not much longer than that, while hts and archon are needed late game
2) colossus seem to be good for hitting a timing right before hive and/or greater spire are done. I feel this is a great time to do lots of damage but if you don't, or zerg can delay you until he has his tier 3, seems kinda scary
3) hts are needed against a muta transitions
4) storm plus immortals seem to handle any late heavy roach play just as well as colossus
5) colossus aren't good against any (rare) ultra bane style as archons and storm are better. Seriously Colossi arent good vs any tier 3 Zerg tech

The cons that I can think of:
1) colossus are better at countering the infestor tech that zergs have to get
2) lack of robo bay means no warp prism speed which is very helpful for harassment
3) colossus have an attack, hts don't so it's more micro intensive.

Just wondering what other fellow toss think

I have been experimenting with this for awhile, and i realized that its helpful to have about 3 collosus in your army, they help deal with roaches and lings and banes so much easierthan without, but no more than 3 or 4 and your fine. The style without collosus needs to be more thoroughly explored it definately has potential
eugalp
Profile Joined August 2011
United States203 Posts
July 08 2012 07:28 GMT
#5606
Not sure if this thread is appropriate for colossi discussion. This thread is for for quick Q&A.
But colossi are actually quite useful vs broodlords as they clean up broodlings very well. They also have range which means they can still support your stalkers even after you blink forward with them.
In late game, you don't really need to choose between colossi or ht since you can and should have both at that point.
"More GG more skill" - White-Ra
KingLumps
Profile Joined January 2012
74 Posts
July 08 2012 15:12 GMT
#5607
I agree that a few colossi are good when there are about 10ish bls max, but when they get up to 15-20, colossi seem completely useless and fall soooo fast especially if the Zerg keeps some corrupters with his army which the usually do because they want them to fight the ms. I just feel that the gas you use for robo bay, extended thermal lance, and then 3-4 colossi could be used to jump start your templar archives or star gate to get a jump start on your end game tech.
iSuck
AirbladeOrange
Profile Blog Joined June 2010
United States2574 Posts
July 08 2012 15:38 GMT
#5608
On June 26 2012 22:02 StaraCroft wrote:
Show nested quote +
On June 26 2012 21:36 AirbladeOrange wrote:
I am about to give up on 1 gate expanding PvZ. I don't want to forge expand but I always feel behind and am rarely able to punish greedy zergs. I can't seem to make it work no matter what I do. Is there hope for a 1 gate expand build?

On June 26 2012 12:15 Zealliot wrote:
Is 3 stalker into dt rush expand a viable standard build for me to use in PvP? Thanks for the help.


It's viable but whenever I see a 3 stalker rush I steal gas and it puts their tech behind. And in your case it would mess up your build if you let someone steal gas. But if you expand fast and defend or do a successful 4 gate it doesn't matter.


There's a solid 1gate expand that I've seen quite a bit. it's 14 gate, 17 nexus, 2nd pylon on lowground for nexus wall. Zealot before core, chrono zealot, then core, forge etc. You can go into a very powerful 4gate +1 zealot push on their 3rd from there.
Axslav did that over and over again in his practice session with EGMachine yesterday: http://www.twitch.tv/axslav/b/322680853
Forge expand is still really solid. If you're below masters you should probably just pick one two base all-in after FFE and practice that. HUK 8 gate or Sentry/Immortal all-in.

What's almost too much fun to not be cheese is Puck's FFE/stalker rush, fast 3rd and then 12 gate push with Warp Prism.


Thanks very much. That was helpful.
Arctyrus
Profile Joined June 2012
Denmark77 Posts
July 08 2012 20:26 GMT
#5609
Hello beautiful community!

I love Starcraft 2, but unfortunately don't have enough time to learn more than one build for each match up. So the question is, which is the preferable 'standard' opening for the 3 match ups?

PvP - I'd like to work with Phoenix (personal bias, I think they're a really interesting unit.), and I'm basing my opening on this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=350993

PvZ - I've never tried to learn any all in build, anyone who could direct me to a good, up-to-date all in?

PvT - No clue. What's a good standard build to know and play every time?

Thanks
"Never doubt that a small group of thoughtful, committed people can change the world. Indeed, it is the only thing that ever has."
Abusion
Profile Joined March 2011
United Kingdom184 Posts
July 08 2012 20:35 GMT
#5610
On July 09 2012 05:26 Arctyrus wrote:
Hello beautiful community!

I love Starcraft 2, but unfortunately don't have enough time to learn more than one build for each match up. So the question is, which is the preferable 'standard' opening for the 3 match ups?

PvP - I'd like to work with Phoenix (personal bias, I think they're a really interesting unit.), and I'm basing my opening on this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=350993

PvZ - I've never tried to learn any all in build, anyone who could direct me to a good, up-to-date all in?

PvT - No clue. What's a good standard build to know and play every time?

Thanks

http://www.teamliquid.net/forum/viewmessage.php?topic_id=266786
Pylons + Probes
Arctyrus
Profile Joined June 2012
Denmark77 Posts
July 08 2012 21:22 GMT
#5611
@ Abusion, it's a great thread indeed. And it does give me a few builds to choose from in PvT. It doesn't include an allin vs. Zerg though.

I know there's a lot of good allin guides out in the forum, and I've read a few, however instead of blindly choosing one, I'd like to hear which you guys think is the best.

(I know it's not the best way to learn, but since I play 1-2 games a day, I'll never reach the higher leagues anyway.)

"Never doubt that a small group of thoughtful, committed people can change the world. Indeed, it is the only thing that ever has."
Abusion
Profile Joined March 2011
United Kingdom184 Posts
July 08 2012 21:36 GMT
#5612
On July 09 2012 06:22 Arctyrus wrote:
@ Abusion, it's a great thread indeed. And it does give me a few builds to choose from in PvT. It doesn't include an allin vs. Zerg though.

I know there's a lot of good allin guides out in the forum, and I've read a few, however instead of blindly choosing one, I'd like to hear which you guys think is the best.

(I know it's not the best way to learn, but since I play 1-2 games a day, I'll never reach the higher leagues anyway.)


Just pick one from the forum. My favourite it 4 gate +1 into immortal sentry all-in. It's up to you
Pylons + Probes
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 08 2012 23:33 GMT
#5613
On July 09 2012 06:22 Arctyrus wrote:
@ Abusion, it's a great thread indeed. And it does give me a few builds to choose from in PvT. It doesn't include an allin vs. Zerg though.

I know there's a lot of good allin guides out in the forum, and I've read a few, however instead of blindly choosing one, I'd like to hear which you guys think is the best.

(I know it's not the best way to learn, but since I play 1-2 games a day, I'll never reach the higher leagues anyway.)



Either 4gate into immortal or straight up immortal timings are probably the "best", as in, they are much easier to execute than they are to defend so it's probably the best place to start.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Czarkasm
Profile Joined July 2011
United States22 Posts
July 09 2012 01:38 GMT
#5614
What is the "Standard" build vs. each race? I would like to know 1 to learn against each race for starting out
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
July 09 2012 04:21 GMT
#5615
On July 08 2012 15:55 P7GAB wrote:
Show nested quote +
On July 08 2012 13:18 KingLumps wrote:
What are your guys' thoughts on a colossus-less PvZ? I've been playing my PvZ without them lately and getting ht/storm instead. So my army is usually immortal/stalker/ht/archon mid to mid late game (the only thing you really have to get after is ms) before mass bls.

My thoughts are:
1) colossus aren't really good after Zerg starts getting a lot of bl, they help in the beginning but not much longer than that, while hts and archon are needed late game
2) colossus seem to be good for hitting a timing right before hive and/or greater spire are done. I feel this is a great time to do lots of damage but if you don't, or zerg can delay you until he has his tier 3, seems kinda scary
3) hts are needed against a muta transitions
4) storm plus immortals seem to handle any late heavy roach play just as well as colossus
5) colossus aren't good against any (rare) ultra bane style as archons and storm are better. Seriously Colossi arent good vs any tier 3 Zerg tech

The cons that I can think of:
1) colossus are better at countering the infestor tech that zergs have to get
2) lack of robo bay means no warp prism speed which is very helpful for harassment
3) colossus have an attack, hts don't so it's more micro intensive.

Just wondering what other fellow toss think

I have been experimenting with this for awhile, and i realized that its helpful to have about 3 collosus in your army, they help deal with roaches and lings and banes so much easierthan without, but no more than 3 or 4 and your fine. The style without collosus needs to be more thoroughly explored it definately has potential


I've seen puCK do a lot of no collossus builds. However, at the same time the power of a 4 collossus timing off 3 base against a fast Hive, fast 5 base Zerg Can not be under estimated. With good forcefields you can destroy any Zerg who goes all in with roaches off 3 base, or a zerg going super fast hive.

This being said, I feel that collossus should be something you transition out of. Perhaps, you can get the 4 collossus, go do a timing attack kill off a fringe base then back off teching to storm and a more void ray, archon storm mothership type composition while slowly poking away at the Zerg and expanding yourself.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
etherealfall
Profile Joined December 2011
Australia476 Posts
July 09 2012 05:12 GMT
#5616
I feel colossus is needed because without them, how will you ever siege the spine wall?

Colossus in the late game can seem a hindrance, but they definitely have their place. Make 3-4 of them and hard switch into your late game composition of HT, archon, carrier and MS?
etherealfall
Profile Joined December 2011
Australia476 Posts
July 09 2012 05:13 GMT
#5617
On July 09 2012 10:38 Czarkasm wrote:
What is the "Standard" build vs. each race? I would like to know 1 to learn against each race for starting out


PvZ - I FFE into fast third off 1 gate and robo

PvP - I FE off 1 gate and robo after 2 sentries and an immortal

PvT - I FE off 1 gate and proceed into CreatorPrime double forge
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 09 2012 08:38 GMT
#5618
I personally feel like you can hit a similar pre hive timing with immortal/stalker/templar, using the immortals to take down the spines instead. In the macro PvZ thread by Monk, both the immortal expand builds transition into templar play quite a lot if you look at the replays and vods from Squirtle and Puzzle.

I kinda like templar play a bit better because 1) since you don't invest into colossi your final army will be more "hive tech ready"; with a colossus build you might be in an awkward situation where you are maxed on blink stalker/colossus plus a mothership and you are forced to trade away units just to make room for archons, with templar play you already have ht/archons ready. Worst case scenario you can just poke at his army and try to get some feedbacks off 2) you can storm drop and that feels fucking awesome, and generally you have better harass potential.

Last but not least, templar tech is more versatile as it's good against basically everything zerg has , and it's safe against mutas. A lot of the time i will see people try to transition into double robo colossus after taking a 3rd without scouting and then mutas come out and they are in deep shit.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
July 09 2012 09:23 GMT
#5619
On July 09 2012 06:22 Arctyrus wrote:
@ Abusion, it's a great thread indeed. And it does give me a few builds to choose from in PvT. It doesn't include an allin vs. Zerg though.

I know there's a lot of good allin guides out in the forum, and I've read a few, however instead of blindly choosing one, I'd like to hear which you guys think is the best.

(I know it's not the best way to learn, but since I play 1-2 games a day, I'll never reach the higher leagues anyway.)



Here's a new all-in for ya:

Go 2-base blink stalkers. Build a DT shrine, go make some DTs, and use them to kill spine crawlers. Back off with them, make archons out of them, go up the ramp of the Zerg's natural, and end the game.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
July 09 2012 09:35 GMT
#5620
On July 03 2012 13:43 recklessfire wrote:
Show nested quote +
On July 03 2012 02:06 Daimai wrote:
I have been trying the 3 nexus 8gate parting style lately but it's just going shit for me. I have 4 replays here with typical situations that happen to me every PvT.

Does anyone have some tips or perhaps replays of a good protoss doing this build so I could get a reference frame?

http://drop.sc/212774
Die to pressure before 8 min mark.

http://drop.sc/212775
Die to counterattack after my push.

http://drop.sc/212776
Die to counterattack after my push.

http://drop.sc/212777
Macro game where I somehow piss away my advantage (since my PvT lategame is awful, please point out things wrong or what to improve with the lategame too <3)

Thanks, love you all.


So, i watched all the games and im going to ignore the lategame on daybreak because all the games you tried to do the same thing basically, which was a 8 gate timing after getting a greedy 3rd. So biggest problem that I see is your investing too much time and resources into the actual attack. If you didnt significantly decrease his army size or bust down his wall with the first wave of the attack, your arent gona do good damage with the attack. If you really wanted to kill this guy, you would have just done an 8 gate off of two bases. After he deflects your first few waves, you keep warping in units and trying to bust him again, when you should realize you need to back off. You have an eco and army advantage in exchange for slowing down your tech/upgrades significantly. Yeah, we've all seen Parting use this build and just trash on terrans with this 8 gate, but his forcefields determine those fights and he will usually fight the army in parts rather than the whole thing. Its pretty difficult to seperate the armies when their defending the ramp in their natural.

You need to realize your fighting a terran who is starting to get his medivacs out, so like I said if you dont do significant damage with the initial attack, he will get more medivacs and more time for his units to heal. And because your tech is so behind, you cant just think you can attack anywhere on the map with your army. Unless you have a ton of forcefields on you, your army is at a disadvantage because your in the stage of the game where you need aoe.

There's nothing wrong with the actual attack, you just need to play more defensively when the attack isn't going to work, and catch back up in your tech.

edit: i want to add that your opening build needs to be more consistent and solid. I think a few games you just did a 1 gate and went straight for your third, which pretty much would be an auto win if the terran randomly attacked. So maybe go up to 3 gates then expand into your third? and you need to try to deny as much scouting around the map as you can, you definitely do not want to terran to scout the third until its at least its nearly complete and by then he really wont be able to react and do a powerful timing upon scouting it. Also, you need to take into consideration the possibility for a cloak banshee expand, so you need to be scouting his front and checking for marauders and if you dont see marauders by at least 8:00(assuming he gasless expanded), then there is something really wrong.

edit 2: You're probably aware, but be really careful in how many probes you build while getting that fast third up. If you build too many you can just outright die to one simple attack, so dont skip warp in rounds in favor of getting more probes if he hasnt gotten a quick third like yourself.
When your executing the actual 8 gate, you should probably build a tech building/forges while the attack is executed, you cant expect the attack to always work since its not an all in.


Follow up to this; I played two new replays this mornign with the tips you gave me and it still failed pretty hard, on the same premise.

Got two replays here:
http://drop.sc/217391
http://drop.sc/217390

got my tech etc but then just died. admittedly the first game was due to a drop im my base when i didnt have supply to warp in, but i feel like that game went badly from the start anyway.
To pray is to accept defeat.
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