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The Protoss Help Me Thread - Page 312

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.
FataLe
Profile Joined November 2010
New Zealand4549 Posts
August 20 2012 16:11 GMT
#6221
On August 20 2012 21:25 [UoN]Sentinel wrote:
In PvT where are good places to hide colossi/robo bay? In other words, where do Terrans usually scan along the lines of ramps, drop paths, etc.

main scanning zones are center of main base land area (not to be confused with nexus itself), ramp, natural and natural front. Just place the robo bay away from normal drop locations and away from these scan zones and you'll be set.
hi. big fan.
meepkeN
Profile Joined February 2012
United States52 Posts
August 20 2012 17:34 GMT
#6222
On August 20 2012 12:52 FataLe wrote:

your link is brokeded


My apologies!

If that doesn't work either, search "Q2GM 66 Early PVT Aggresssion"
ddooppee
Profile Joined August 2012
Romania4 Posts
August 20 2012 20:13 GMT
#6223
hello guys, I'm new around this game and I hope I'm posting this in the right section.
So what I want to ask is what are the best units to counter in : PvZ - mass roaches&zerlings , mass hydralisks
PvT : Mass marauders&marines + medievacs, I can't get it right with this one
PvP : I played a game today I got 3/3 upgrades 200/200 Food like 7 colossus on the field and the rest Stalkers/zealots/Immortals, He had 2/2 upgrades and around 8 colossi rest only Stalkers. I got crushed and I was on 3 bases as well, if anyone has any solutions to these pushes I give him kudos, thanks a bunch in advance
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
August 20 2012 20:18 GMT
#6224
That is EXTREMELY generic so im going to give you an answer just as generic:
1) roach/ling: good forcefields, a good gateway army+immortals or colossi
2)Hydras: colossi
3) Colossi/storm plus gateway units and good forcefields
4) That shouldn't happen stalkers suck in big fights in pvp. Probably what happeend was you engaged horribly, or he had far less probes so his maxed army was bigger.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ddooppee
Profile Joined August 2012
Romania4 Posts
August 20 2012 20:22 GMT
#6225
Engaging is like...focusing on one unit or what? I believe I was in an ok position if that's what you mean
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
August 20 2012 20:23 GMT
#6226
On August 21 2012 05:22 ddooppee wrote:
Engaging is like...focusing on one unit or what? I believe I was in an ok position if that's what you mean


In Pvp is your units are clumped up more than his they will take more damage from the colossus splash, causing you to lose the battle.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ddooppee
Profile Joined August 2012
Romania4 Posts
August 20 2012 20:25 GMT
#6227
That might have happened , thanks for your tips
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-08-20 20:31:13
August 20 2012 20:30 GMT
#6228
Yeah, for example, don't get clumped up going up the ramp as your units are all in a ball and his, will likely, be able to get into a nice concave at the top. You may also want to think of incorporating a Mothership if it gets to maxed 200/200, upgrade heavy Colossi battles in PvP. A good Vortex will make all the difference, a Mothership is also an auto-win if he has forgotten an observer (or if you are able to snipe his observer).
KT best KT ~ 2014
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 20 2012 20:45 GMT
#6229
Another good trick for 200/200 PvP that's carried over nicely from BW is mass recalling as much of your deathball as possible into his main where all the production/tech is, then sending whatever didn't teleport through the front door and engaging him on two sides. The recall will more often than not make the other player tilt a bit and he'll send everything he has at you. Your remnant forces can go snipe whatever's left of his natural or surround his force, use good judgment where needed.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
rd
Profile Blog Joined July 2010
United States2586 Posts
August 20 2012 21:04 GMT
#6230
On August 20 2012 21:25 [UoN]Sentinel wrote:
In PvT where are good places to hide colossi/robo bay? In other words, where do Terrans usually scan along the lines of ramps, drop paths, etc.


Good place to hide is in the back between the main and natural. High ground in the main or low ground in the natural based on your preference and map.

+ Show Spoiler [example picture] +
[image loading]

red circle = likely scan spots
green circle = tech location
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 20 2012 21:30 GMT
#6231
On August 21 2012 06:04 rd wrote:
Show nested quote +
On August 20 2012 21:25 [UoN]Sentinel wrote:
In PvT where are good places to hide colossi/robo bay? In other words, where do Terrans usually scan along the lines of ramps, drop paths, etc.


Good place to hide is in the back between the main and natural. High ground in the main or low ground in the natural based on your preference and map.

+ Show Spoiler [example picture] +
[image loading]

red circle = likely scan spots
green circle = tech location


Wow that chart helps a LOT. Also, quick question on that, the forward corners of the mains, like the little tip there in Ohana or the extension in Cloud Kingdom - can I hide stuff there as well if I run out of space or is that usually scouted by a factory or something?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
August 20 2012 21:49 GMT
#6232
On August 21 2012 06:30 [UoN]Sentinel wrote:
Show nested quote +
On August 21 2012 06:04 rd wrote:
On August 20 2012 21:25 [UoN]Sentinel wrote:
In PvT where are good places to hide colossi/robo bay? In other words, where do Terrans usually scan along the lines of ramps, drop paths, etc.


Good place to hide is in the back between the main and natural. High ground in the main or low ground in the natural based on your preference and map.

+ Show Spoiler [example picture] +
[image loading]

red circle = likely scan spots
green circle = tech location


Wow that chart helps a LOT. Also, quick question on that, the forward corners of the mains, like the little tip there in Ohana or the extension in Cloud Kingdom - can I hide stuff there as well if I run out of space or is that usually scouted by a factory or something?


It's really easy to snipe because medivacs give high ground vision...if that's the spot im thinking of
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 20 2012 21:50 GMT
#6233
On August 21 2012 06:30 [UoN]Sentinel wrote:
Show nested quote +
On August 21 2012 06:04 rd wrote:
On August 20 2012 21:25 [UoN]Sentinel wrote:
In PvT where are good places to hide colossi/robo bay? In other words, where do Terrans usually scan along the lines of ramps, drop paths, etc.


Good place to hide is in the back between the main and natural. High ground in the main or low ground in the natural based on your preference and map.

+ Show Spoiler [example picture] +
[image loading]

red circle = likely scan spots
green circle = tech location


Wow that chart helps a LOT. Also, quick question on that, the forward corners of the mains, like the little tip there in Ohana or the extension in Cloud Kingdom - can I hide stuff there as well if I run out of space or is that usually scouted by a factory or something?

It's a good spot in theory but I wouldn't do it. At about 10 minutes he can snipe that tech there from the low ground using medivacs for sight, too fast for you to really do anything about it.
Knowing is half the battle... the other half is lasers.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-08-20 21:56:17
August 20 2012 21:53 GMT
#6234
On August 21 2012 06:30 [UoN]Sentinel wrote:
Show nested quote +
On August 21 2012 06:04 rd wrote:
On August 20 2012 21:25 [UoN]Sentinel wrote:
In PvT where are good places to hide colossi/robo bay? In other words, where do Terrans usually scan along the lines of ramps, drop paths, etc.


Good place to hide is in the back between the main and natural. High ground in the main or low ground in the natural based on your preference and map.

+ Show Spoiler [example picture] +
[image loading]

red circle = likely scan spots
green circle = tech location


Wow that chart helps a LOT. Also, quick question on that, the forward corners of the mains, like the little tip there in Ohana or the extension in Cloud Kingdom - can I hide stuff there as well if I run out of space or is that usually scouted by a factory or something?


When you say forward corners, are you referring to the areas behind the mineral lines in the main bases? Because those are good places to put them as well. If you mean the outer edge of the base then it's a terrible spot because it's just risking a situation where they'll pick it off for free from the low ground with sight from a medivac.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
August 20 2012 22:52 GMT
#6235
Oookay, three people in a row say no, I'm guessing medivacs are a pretty big deal lol.

I get what you mean behind the mineral line, and it's great to evade scanning since the range doesn't usually go that far/they don't bother to check the mineral line, but I find that marauders snipe it really easily when the drop comes in to kill my probes. Even with blink and a direct warpin right after the drop occurs, I can't save my bay.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
rd
Profile Blog Joined July 2010
United States2586 Posts
August 21 2012 00:42 GMT
#6236
On August 21 2012 07:52 [UoN]Sentinel wrote:
Oookay, three people in a row say no, I'm guessing medivacs are a pretty big deal lol.

I get what you mean behind the mineral line, and it's great to evade scanning since the range doesn't usually go that far/they don't bother to check the mineral line, but I find that marauders snipe it really easily when the drop comes in to kill my probes. Even with blink and a direct warpin right after the drop occurs, I can't save my bay.


On some maps, specifically the ones you mentioned the drop can't physically reach the back of your mineral line without first traveling through the edges of your base. It won't happen if you're attentive.
2sw33t
Profile Joined May 2010
Netherlands23 Posts
August 21 2012 06:40 GMT
#6237
On August 13 2012 22:46 2sw33t wrote:
Hey everyone, I just had a weird thing happen in a PvP I played. I play the blue Protoss, Cassius. At about 33:30 minutes into the game, I try to use Vortex on his army. I click and cast but it doesn't actually fire. I end up being horribly destroyed.

I uploaded the replay here

I also made a screenshot because it's rather impossible to tell you where I cast the Vortex. I used imba paint skill to give an approximate spot where and when I cast it.

I went into a practisegame afterwards and check the range on Vortex, I shouldve been in range and I had 200 energy. Can anyone tell me why it didn't fire? I'm really at a loss here. After I cast the Vortex, the mamaship just moves towards the location and gets sniped by stalkers


Could someone please take the time to answer my question? I don't know if bumping is allowed but ill give it a go through this :-)
It wasn't a weird thing to ask right?
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Mentalizor
Profile Joined January 2011
Denmark1596 Posts
August 21 2012 06:58 GMT
#6238
On August 21 2012 15:40 2sw33t wrote:
Show nested quote +
On August 13 2012 22:46 2sw33t wrote:
Hey everyone, I just had a weird thing happen in a PvP I played. I play the blue Protoss, Cassius. At about 33:30 minutes into the game, I try to use Vortex on his army. I click and cast but it doesn't actually fire. I end up being horribly destroyed.

I uploaded the replay here

I also made a screenshot because it's rather impossible to tell you where I cast the Vortex. I used imba paint skill to give an approximate spot where and when I cast it.

I went into a practisegame afterwards and check the range on Vortex, I shouldve been in range and I had 200 energy. Can anyone tell me why it didn't fire? I'm really at a loss here. After I cast the Vortex, the mamaship just moves towards the location and gets sniped by stalkers


Could someone please take the time to answer my question? I don't know if bumping is allowed but ill give it a go through this :-)
It wasn't a weird thing to ask right?


Most likely it's because of dumbass mothership AI. When casting the Vortex the mothership will fly into position to cast it. However, it will decelerate (slow down) before actually casting it - leaving most players frustrated. This has happened to me on several occasions.

(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
NVRLand
Profile Joined March 2012
Sweden203 Posts
August 21 2012 10:09 GMT
#6239
Oh god I'm frustrated atm. Baaarely managed to gg without bm this game...

Sooo he pulled of a 8pool on entombed valley. I scouted it when the lings were heading my way (last scout) and panicked. I placed a cannon in my mineral line and continued my stuff. I was ahead 18 to 12 workers when he decided he couldn't do any damage.

Thing is, according to day9 a cheeser who failed wants to go back to droning so I simply put on some pressure to force even more lings, this was however totally shut down by his "My cheese failed so lets go up to 5 queens and two spines and safely macro up". So I just played a straight out macro game, thinking I would be ahead because of his failed cheese.

This did not work. He went up to four bases (And added on two proxys but they werent saturated) and I went for a big-ass attack right before the bls popped. Sadly, he had a lot of corruptors for my massive colossus army but I still managed to do a shitload of damage I think.

Where did I go wrong? My own conclusion is that I over reacted to his cheese and went into "DEFENCE MOOODE!" too much? But I can't really understand how to deny him droning up when he has a loot of queens and spines? :/

Replay - http://drop.sc/241638
Plat/Dia level
Abusion
Profile Joined March 2011
United Kingdom184 Posts
August 21 2012 10:17 GMT
#6240
On August 21 2012 19:09 NVRLand wrote:
Oh god I'm frustrated atm. Baaarely managed to gg without bm this game...

Sooo he pulled of a 8pool on entombed valley. I scouted it when the lings were heading my way (last scout) and panicked. I placed a cannon in my mineral line and continued my stuff. I was ahead 18 to 12 workers when he decided he couldn't do any damage.

Thing is, according to day9 a cheeser who failed wants to go back to droning so I simply put on some pressure to force even more lings, this was however totally shut down by his "My cheese failed so lets go up to 5 queens and two spines and safely macro up". So I just played a straight out macro game, thinking I would be ahead because of his failed cheese.

This did not work. He went up to four bases (And added on two proxys but they werent saturated) and I went for a big-ass attack right before the bls popped. Sadly, he had a lot of corruptors for my massive colossus army but I still managed to do a shitload of damage I think.

Where did I go wrong? My own conclusion is that I over reacted to his cheese and went into "DEFENCE MOOODE!" too much? But I can't really understand how to deny him droning up when he has a loot of queens and spines? :/

Replay - http://drop.sc/241638
Plat/Dia level


The thing with early pools is that you've got to think of it this way. He's making you gateway expand at the cost of 2-3 drones. Which the longer the time goes on isn't that much of a difference. The main points about early pools are 1) They'll have no gas so speed will be late so you can pressure with 2-3 stalkers and 2) you want to make sure he expands and 3) you want to try and sneak a probe in to see if he's got gas or not, gas, you need to 3 gate expand, no gas 1 gate will do fine. Then just play it out like you normally would. Check third etc.
Pylons + Probes
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