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The Protoss Help Me Thread - Page 344

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.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-10-05 03:37:02
October 05 2012 03:29 GMT
#6861
--- Nuked ---
ineversmile
Profile Blog Joined December 2010
United States583 Posts
October 05 2012 04:08 GMT
#6862
On October 05 2012 12:29 Sated wrote:
Show nested quote +
On October 05 2012 12:23 ineversmile wrote:
On October 05 2012 10:32 Sated wrote:
On October 05 2012 10:24 ineversmile wrote:
On October 05 2012 08:56 Sated wrote:
On October 05 2012 08:48 L3g3nd_ wrote:
On October 05 2012 08:26 Sated wrote:
On October 05 2012 06:17 Gumbi wrote:

Having said that, there is something to be said about throwing conservative openings into one's play every once in a while, even at higher levels. They tend to force less refined reactions from players, due to their being unused to playing against it, such as an unnecessary scan from a Terran, a few too many Lings from a Zerg etc.

I like throwing in a 1 Gate Robo expand into PvT every now and then. The quick obs allows me to scout the Terran and react quite appropriately.

The biggest reaction you'll get out of a Terran player is an earlier Turret on the off-chance you're rushing for Dark Templar, and that's only if you somehow manage to stop them scouting your Robotics Facility (which you shouldn't be able to do against a competent Terran). They'll also go up to 3 Bunkers more often than they usually would because it's possible that you could be going for an Immortal timing-attack, but making 3 Bunkers is not really a big deal for them. Terrans can play a standard 1 Rax FE against pretty much anything as long as they control properly, so you really shouldn't expect to force an unrefined opening by using a conservative opening.

EDIT:

Using a conservative Sentry Expand opening vs. a Zerg player will more often lead to less refined reactions because the Zerg player definitely can't do what they'd normally do against a FFE. This is probably why I've been having so much success with both NonY's 2 Gate Sentry Expand and my Dark Templar Expand.

to your first paragraph, yes forcing a turret isnt much, they noramlly build one anyway, you perhaps may get them building an extra bunker, and i doubt they will go for triple CC, or fact before 3 rax.

What do you mean "somehow manage to stop them scouting your Robotics Facility (which you shouldn't be able to do against a competent Terran)" stopping a terran from scouting your main base isnt difficult, if you go zealot/stalker/stalker, which most people do, you should force a scan out of them to see if you have a natural or not, and that scan my not even see the robo in the main.

To your edit, a sentry expand CAN work, seed does it a fair bit, which is a better example than nony. he makes an effort to scout the third, if he sees it he does a 5gate all in, which he has a very high win % with, if not he goes for phnx and plays a macro game (they give good scouting, and 2 base muta is a common/viable option against a gateway expand) The main strength of playing a lot of gateway expand is that you will become good at playing that style, while your opponent isnt going to have much practice, if any, against non FFE builds, much like mech against protoss.

The two standard 2 Gate Robo openings I've seen on streams will either skip the Zealot and go Stalker/Sentry/Sentry or keep the Zealot and go Zealot/Sentry/Zealot/Sentry. With the first build, I have the gas for my Robotics Facility just as my Stalker finishes (sometimes before) and this means that I cannot kill the SCV before throwing down my Robotics Facility without delaying it. With the second build, neither my Zealot nor my Sentry will kill the SCV before my Robotics Facility needs to be thrown down.


If you aren't willing to wait 5 seconds on your Robo, you're playing build order solitaire and not actual Starcraft. We aren't a bunch of robots. Players make decisions based upon what they see and what they don't see, and it's absolutely ridiculous to delay your robo in PvT unless building the robo 5 seconds earlier will win you the game outright. The only other time I show my opponents a robo, that early, in that matchup, is when I'm planning to show him the Robo, kill his scout, cancel the Robo, and go down another tech path.

And if your build order won't let you hide the robo from a scout in your main, go hide it in your natural like a MakaRax.

If I was doing a 1 Base Blink Stalker all-in and I wanted to hide the Twilight Council then that would make sense. That build depends somewhat on the opponent not being ready for you to Blink into their base and ruin their shit. This is not the case for a passive 2 Gate Robo build. Seriously, they can see my Robotics Facility all they want, it doesn't make a blind bit of difference to how I'm going to play the game... and not seeing it shouldn't make much of a difference to how they play unless they're prone to freaking the fuck out.


It's not about how you play, it's about what they think you're going to play. If you open with Zealots and Sentries and they're on a 1Rax expo, what does that say you're doing? Sure, you could be adding a Robo. Or maybe you're getting Sentries because they can save you gas, so you can dump a lot of minerals into other stuff--rather than getting that stalker out front. And then there's also the pushes that took MC to his first GSL championship over a year ago, where you make 6+ sentries early and then go bust his front with a brickload of forcefields.

Let me put it this way: if I'm the terran and you show me a Robo that early, I know 100% what you're doing for the next few minutes and I can do whatever I want. Oh, you're not adding on 2 more gates right now? I'm cutting corners. Or maybe my midgame plan is sometimes to do something cheeky like CloakedShees at around the Medivac timing, but now I know you're getting a robo, so I won't choose the wrong tech path and get wrecked by it. Either way, it's just a bad idea to telegraph information. You wouldn't fan out a hand of Pocket Aces in Poker, would you? Your robo can wait 5 seconds.

Seeing the Robotics Facility does not let the Terran know what I'm going to be doing for the next few minutes. I could be playing a macro Colossus opening, a macro Archon opening, a 2 Base Colossus all-in, a 1 Base Colossus all-in, a 2 Base Immortal all-in, a 1 Base Immortal all-in, something involving Warp-Prisms etc. My opponent will still need to scan/scout my natural expansion to check it is there. My opponent will still need to build several Bunkers in case I pressure them with Immortals. My opponent will still need to scan/scout for Colossi so they know whether or not they need a second Starport for Vikings (or to cut Medivac production for Vikings). There are plenty of things that could be going on, even if they do know the Robotics Facility has been thrown down. You're making it out to be an entirely transparent build order after the Robotics Facility is revealed, but it isn't. Stuff still needs to be scouted for, and all that scouting will take place whether or not the Robotics Facility is seen. Only a bad Terran is going to see 2 Gases, a Gateway and a Cybernetics Core and freak the fuck out. At worst, they need to scout around their base for a proxy Stargate and build a Turret so that they can detect Dark Templar. Big. Fucking. Deal.


Again, it's not about the Terran freaking out, it's about him seeing extremely relevant information and then reacting to it. It's not like he's going to see the Robo and know exactly what you're doing--but it severely narrows things down. You just invested 100 gas and 200 minerals into that building. It could have been 100 gas into something else. It could have been minerals invested into at least another gateway. Sure, there is still a good number of variations you could execute, but there were even more before he saw the Robo.

EDIT:

And your Poker example is trash. That Poker example applies more to stuff like Blink Stalker all-ins, where you absolutely need to hide what you're doing for as long as possible.


Wow, that was a dick move.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Jasiwel
Profile Joined June 2012
United States146 Posts
October 05 2012 04:59 GMT
#6863
If you're going for planned All-Ins at all rather than timings until the lategame, then you're not really improving your play all that much. Think of a game as a dance between two partners: how awkward would it be to go straight for the dip-and-kiss without any build up? Are you better at dancing with your partner as a result? Not really. Sure, sometimes you play opponents that require an All-In to prevent something bad from happening, but those are decisions you don't plan before that game.

Unless you're going for a build that purposely deceives your opponent, a money scan or scouting can tell everything the Terran player needs to know to remove that particular capacity for surprise from your build. Now hiding that Robo and going for a Shock-Colossus-Drop in their mineral lines somewhere (think Whitera special tactics here) is a different deal all around, but even then if your Robo is scouted you lose the more simply advantages of your opponent not knowing you can produce observers which are vital for scouting.
Chandra
Profile Joined July 2011
United States123 Posts
Last Edited: 2012-10-05 19:19:45
October 05 2012 18:46 GMT
#6864
In terms of nexus first opening in PvZ, what's the relative difference in safety and economic advantage between a 15, 16 and 17 nexus? I usually 15 nexus when I scout standard play because as far as I'm aware it's safe against a 14 or later pool, but I'm wondering if starting to use a 16 or 17 nexus opening regularly is reliably safe enough to be worth it for the economic advantage.
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
October 05 2012 19:38 GMT
#6865
On October 06 2012 03:46 Chandra wrote:
In terms of nexus first opening in PvZ, what's the relative difference in safety and economic advantage between a 15, 16 and 17 nexus? I usually 15 nexus when I scout standard play because as far as I'm aware it's safe against a 14 or later pool, but I'm wondering if starting to use a 16 or 17 nexus opening regularly is reliably safe enough to be worth it for the economic advantage.



dunno about the others but a 17 Nexus - 17 forge - 17 pylon - 18 gate - 19 cannon is completely safe and optimal vs. any pool 14 and after.

Im sure if you go 15 nexus and cut with a 15 forge it might be safer vs. things like a 12 pool maybe, but vs. anything earlier i'd imagine the results being the same across the board.

Usually I just forge first vs. anything earlier than a 14 pool (you can tell based on timing, a 14 pool will start between 1:50 and 2:00 depending on how good the zerg is at drone stacking) and pylon block their hatchery
Thats "Grand-Master" SMURF to you.....
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
October 05 2012 19:46 GMT
#6866
On October 05 2012 13:08 ineversmile wrote:
Show nested quote +
On October 05 2012 12:29 Sated wrote:
On October 05 2012 12:23 ineversmile wrote:
On October 05 2012 10:32 Sated wrote:
On October 05 2012 10:24 ineversmile wrote:
On October 05 2012 08:56 Sated wrote:
On October 05 2012 08:48 L3g3nd_ wrote:
On October 05 2012 08:26 Sated wrote:
On October 05 2012 06:17 Gumbi wrote:

Having said that, there is something to be said about throwing conservative openings into one's play every once in a while, even at higher levels. They tend to force less refined reactions from players, due to their being unused to playing against it, such as an unnecessary scan from a Terran, a few too many Lings from a Zerg etc.

I like throwing in a 1 Gate Robo expand into PvT every now and then. The quick obs allows me to scout the Terran and react quite appropriately.

The biggest reaction you'll get out of a Terran player is an earlier Turret on the off-chance you're rushing for Dark Templar, and that's only if you somehow manage to stop them scouting your Robotics Facility (which you shouldn't be able to do against a competent Terran). They'll also go up to 3 Bunkers more often than they usually would because it's possible that you could be going for an Immortal timing-attack, but making 3 Bunkers is not really a big deal for them. Terrans can play a standard 1 Rax FE against pretty much anything as long as they control properly, so you really shouldn't expect to force an unrefined opening by using a conservative opening.

EDIT:

Using a conservative Sentry Expand opening vs. a Zerg player will more often lead to less refined reactions because the Zerg player definitely can't do what they'd normally do against a FFE. This is probably why I've been having so much success with both NonY's 2 Gate Sentry Expand and my Dark Templar Expand.

to your first paragraph, yes forcing a turret isnt much, they noramlly build one anyway, you perhaps may get them building an extra bunker, and i doubt they will go for triple CC, or fact before 3 rax.

What do you mean "somehow manage to stop them scouting your Robotics Facility (which you shouldn't be able to do against a competent Terran)" stopping a terran from scouting your main base isnt difficult, if you go zealot/stalker/stalker, which most people do, you should force a scan out of them to see if you have a natural or not, and that scan my not even see the robo in the main.

To your edit, a sentry expand CAN work, seed does it a fair bit, which is a better example than nony. he makes an effort to scout the third, if he sees it he does a 5gate all in, which he has a very high win % with, if not he goes for phnx and plays a macro game (they give good scouting, and 2 base muta is a common/viable option against a gateway expand) The main strength of playing a lot of gateway expand is that you will become good at playing that style, while your opponent isnt going to have much practice, if any, against non FFE builds, much like mech against protoss.

The two standard 2 Gate Robo openings I've seen on streams will either skip the Zealot and go Stalker/Sentry/Sentry or keep the Zealot and go Zealot/Sentry/Zealot/Sentry. With the first build, I have the gas for my Robotics Facility just as my Stalker finishes (sometimes before) and this means that I cannot kill the SCV before throwing down my Robotics Facility without delaying it. With the second build, neither my Zealot nor my Sentry will kill the SCV before my Robotics Facility needs to be thrown down.


If you aren't willing to wait 5 seconds on your Robo, you're playing build order solitaire and not actual Starcraft. We aren't a bunch of robots. Players make decisions based upon what they see and what they don't see, and it's absolutely ridiculous to delay your robo in PvT unless building the robo 5 seconds earlier will win you the game outright. The only other time I show my opponents a robo, that early, in that matchup, is when I'm planning to show him the Robo, kill his scout, cancel the Robo, and go down another tech path.

And if your build order won't let you hide the robo from a scout in your main, go hide it in your natural like a MakaRax.

If I was doing a 1 Base Blink Stalker all-in and I wanted to hide the Twilight Council then that would make sense. That build depends somewhat on the opponent not being ready for you to Blink into their base and ruin their shit. This is not the case for a passive 2 Gate Robo build. Seriously, they can see my Robotics Facility all they want, it doesn't make a blind bit of difference to how I'm going to play the game... and not seeing it shouldn't make much of a difference to how they play unless they're prone to freaking the fuck out.


It's not about how you play, it's about what they think you're going to play. If you open with Zealots and Sentries and they're on a 1Rax expo, what does that say you're doing? Sure, you could be adding a Robo. Or maybe you're getting Sentries because they can save you gas, so you can dump a lot of minerals into other stuff--rather than getting that stalker out front. And then there's also the pushes that took MC to his first GSL championship over a year ago, where you make 6+ sentries early and then go bust his front with a brickload of forcefields.

Let me put it this way: if I'm the terran and you show me a Robo that early, I know 100% what you're doing for the next few minutes and I can do whatever I want. Oh, you're not adding on 2 more gates right now? I'm cutting corners. Or maybe my midgame plan is sometimes to do something cheeky like CloakedShees at around the Medivac timing, but now I know you're getting a robo, so I won't choose the wrong tech path and get wrecked by it. Either way, it's just a bad idea to telegraph information. You wouldn't fan out a hand of Pocket Aces in Poker, would you? Your robo can wait 5 seconds.

Seeing the Robotics Facility does not let the Terran know what I'm going to be doing for the next few minutes. I could be playing a macro Colossus opening, a macro Archon opening, a 2 Base Colossus all-in, a 1 Base Colossus all-in, a 2 Base Immortal all-in, a 1 Base Immortal all-in, something involving Warp-Prisms etc. My opponent will still need to scan/scout my natural expansion to check it is there. My opponent will still need to build several Bunkers in case I pressure them with Immortals. My opponent will still need to scan/scout for Colossi so they know whether or not they need a second Starport for Vikings (or to cut Medivac production for Vikings). There are plenty of things that could be going on, even if they do know the Robotics Facility has been thrown down. You're making it out to be an entirely transparent build order after the Robotics Facility is revealed, but it isn't. Stuff still needs to be scouted for, and all that scouting will take place whether or not the Robotics Facility is seen. Only a bad Terran is going to see 2 Gases, a Gateway and a Cybernetics Core and freak the fuck out. At worst, they need to scout around their base for a proxy Stargate and build a Turret so that they can detect Dark Templar. Big. Fucking. Deal.


Again, it's not about the Terran freaking out, it's about him seeing extremely relevant information and then reacting to it. It's not like he's going to see the Robo and know exactly what you're doing--but it severely narrows things down. You just invested 100 gas and 200 minerals into that building. It could have been 100 gas into something else. It could have been minerals invested into at least another gateway. Sure, there is still a good number of variations you could execute, but there were even more before he saw the Robo.

Show nested quote +
EDIT:

And your Poker example is trash. That Poker example applies more to stuff like Blink Stalker all-ins, where you absolutely need to hide what you're doing for as long as possible.


Wow, that was a dick move.


SC2 is a game of information and misinformation. Every little thing scouted crosses off a ton of possibilities that your opp. can be doing and allows you to prepare a better response via. process of elimination.

Here's a list of things your opponent knows your NOT doing when he sees a robo in your base between the 6-8min mark

*double nexus off 1 gate (fast 3 base)
*anything involving a fast stargate
*any heavy fast warp gate timing (6-8gate)
*dt rushes
*fast HT
*fast charge/blink


And not only is a 200-100 investment just a sign of that money spent, but it also says other things like, If im willing to invest 100 gas into this structure, then im probably mining more than 2 gasses since in order for a robo build to be as effective as possible i would need stalkers and/or sentries to compliment whatever units are coming out of the robotics whether it be a warp prism, an immortal, a colossus or even just an observer.

Mining extra gas earlier on is also directly saying that your mining less minerals early on which further lessens the threat of a gateway centric timing attack (prior to something like colossus of course)

Yeah there are things like immortal timings but these are so rare at the high level due to terrans opting for very heavy marine compositions earlier on in the game. The immortals would only serve to bust down the bunkers. But then scouting the robo would give away the timing for such an attack...


dont brush off a scout as "he cant really tell what im doing from this" because seeing that robo at that time actually gives a ton of information away
Thats "Grand-Master" SMURF to you.....
-MoOsE-
Profile Joined March 2011
United States236 Posts
October 05 2012 20:00 GMT
#6867
Does anyone have a build order for the 2gate expo in pvp, and what variation is generally better (the robo or the twilight variant)?
The King in the North Fighting
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-05 20:11:28
October 05 2012 20:06 GMT
#6868
I don't know the specifics off the top of my head, but generally it's 2gas 3stalker rush->2more sentries from the gateways->Nexus->warp in 2 sentries and tech up; tech should start around 6 minutes. Make sure to scout well and cut probes at around 30 if he is onebasing, while going up to 4-5 gateways worth of production as with any other expand build in pvp.

The difference between the two builds is that the robo variant is safer against the vast majority of things, while the twilight variant can be stronger vs phoenix play and it allows you to followup more aggressively with a 5-6gate blink attack that can be quite deadly.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
-MoOsE-
Profile Joined March 2011
United States236 Posts
October 05 2012 20:18 GMT
#6869
On October 06 2012 05:06 Teoita wrote:
I don't know the specifics off the top of my head, but generally it's 2gas 3stalker rush->2more sentries from the gateways->Nexus->warp in 2 sentries and tech up; tech should start around 6 minutes. Make sure to scout well and cut probes at around 30 if he is onebasing, while going up to 4-5 gateways worth of production as with any other expand build in pvp.

The difference between the two builds is that the robo variant is safer against the vast majority of things, while the twilight variant can be stronger vs phoenix play and it allows you to followup more aggressively with a 5-6gate blink attack that can be quite deadly.


How do you deal with phoenix play if you go for the robo variant? this is the one major problem I have been having
The King in the North Fighting
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
October 05 2012 20:23 GMT
#6870
^Well you don't make robo units except a few observers, and I prefer to go for an 8gate chargelot/archon bust (Archons can't be lifted, chargelots are dirt cheap). Works well, but can be stopped just like any chargelot/archon bust with good simcity. It's really good if they go stargate -> sentry/immortal though.
Getting back into sc2 O_o
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
October 05 2012 22:22 GMT
#6871
Hey guys, I'm fairly new to P (learning to play random) but I have a simple question about PvT.

I have basically been 1 gate expanding every game. Zealot-Stalker-Stalker.
I've found that if my opponent is 2raxing (which I usually find out when I pressure with zealot/stalker and see 2 marines plus a marauder) I make a third stalker and add 1 gates (I cut probes here normally anyway, my decision is basically do I get 2 forges or 2 gates, and I always add a robo after that, and continue probe production after that)

One game I did this and held the 2 rax agression quite convincingly, and my opponent told me that he didn't understand, and that 2 rax was desgined to kill 1 gate FE. He pointed out that me making a third stalker is bad, and that it should be a sentry.

So my question is this: Is it okay to make a third stalker, or do I really need a sentry as my fourth unit when dealing with 2 rax agression? I'm also curious if it's good/bad to make it against a 1gate FE if I feel I can do some damage against just 1 bunker.

(Sorry, looking back at my post it's a bit of a mess, hopefully it's clear enough)
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 05 2012 22:30 GMT
#6872
He's wrong and terrible. 2rax only punishes greedy 1gate expands, not safe one gate expands like the variation you did, which is more or less this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
October 05 2012 22:48 GMT
#6873
On October 06 2012 07:30 Teoita wrote:
He's wrong and terrible. 2rax only punishes greedy 1gate expands, not safe one gate expands like the variation you did, which is more or less this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136


I'll be sure to tell him that!

I feel like sentries to hold your natural are only good once you have 3-4 forcefields, so is it safe to say that with any pressure it's best to make stalkers until my first full warp in? Thanks!
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 05 2012 22:50 GMT
#6874
Yeah i agree. I personally like one sentry after 2 stalkers as i will have a guardian shield in time for 2rax, but in general pure stalker is fine too at that stage for the game.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
October 06 2012 00:29 GMT
#6875
On October 06 2012 07:48 Clarity_nl wrote:
Show nested quote +
On October 06 2012 07:30 Teoita wrote:
He's wrong and terrible. 2rax only punishes greedy 1gate expands, not safe one gate expands like the variation you did, which is more or less this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136


I'll be sure to tell him that!

I feel like sentries to hold your natural are only good once you have 3-4 forcefields, so is it safe to say that with any pressure it's best to make stalkers until my first full warp in? Thanks!


I perfer the sentry over the stalker, I believe that zlot-stalker-stalker is the safer choice though, but getting out the early sentry might mean have 1 or 2 FF plus guardian shield when the 2 rax arrives.

Keep in mind though I'll usually let them attack my Nexus while getting an extra unit out, or do a massive probe pull if there setting up bunkers.
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
October 06 2012 01:03 GMT
#6876
In PvP I do a 1-gate-stargate-expand build. I usually get 3 phoenixes for harassment and general army support before transitioning into robo myself.

If the enemy is going 3 gate robo and pushes out early-midgame with one immortal in his army as well as standard zealot/stalker/sentry, and my phoenixes are at home w/ rest of my army, should I:

a) just lift the immortal and have my other two phoenixes shoot him, or
b) should I lift 1-2 stalkers as well to shrink his army even more so my ground army has more of an advantage?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
ineversmile
Profile Blog Joined December 2010
United States583 Posts
October 06 2012 01:17 GMT
#6877
On October 06 2012 10:03 [UoN]Sentinel wrote:
In PvP I do a 1-gate-stargate-expand build. I usually get 3 phoenixes for harassment and general army support before transitioning into robo myself.

If the enemy is going 3 gate robo and pushes out early-midgame with one immortal in his army as well as standard zealot/stalker/sentry, and my phoenixes are at home w/ rest of my army, should I:

a) just lift the immortal and have my other two phoenixes shoot him, or
b) should I lift 1-2 stalkers as well to shrink his army even more so my ground army has more of an advantage?


I think the first thing to do is assess the situation. How many grav lifts do you have? If one Phoenix has 2 lifts and the others have 1 lift each, then consider picking up 3 units and then picking up one unit after the cooldown finishes. 2 Phoenixes don't do enough DPS to an immortal to be worth picking it up for the damage initially, but if you only have 4 lifts then you just try to DPS it with the second grav lift.

Check how many of each unit he has, and how much sentry energy he has. Does he rely on sentries? You could pick those up one at a time before the fight and then use that to your advantage, tactically. With very few forcefields for him, you could warp in a round of Zealots and then cage his units in, getting huge DPS out of the Melee. Your Phoenixes won't really have energy left for the fight if you do this, but it renders the immortal weak in a different way because it's fighting against Zealots with no escape path.

And, think about how aggressive his push is. Can you handle it pretty clearly if he goes all-out? If he's planning to kite backwards because you're Zealot-heavy, you should think about using your lifts to pick up those ranged units, then force the rest of his army backwards, then drop the lifted units into a surround of Zealots.

I think it's a lot more tactical and complicated than being cut-and-dry "lift this specifically." Sometimes lifting Zealots is the right choice. Sometimes the Sentries are right. It's so positional....
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
Last Edited: 2012-10-06 02:23:52
October 06 2012 02:23 GMT
#6878
In PvT, when would it be appropriate to go templar/archon instead of colossus? Or if the choice is stylistic, what are the differences?
For simplicity let's say T 1 rax FE and P 1 gate FE, no aggression from either.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 06 2012 03:02 GMT
#6879
On October 06 2012 09:29 jcroisdale wrote:
Show nested quote +
On October 06 2012 07:48 Clarity_nl wrote:
On October 06 2012 07:30 Teoita wrote:
He's wrong and terrible. 2rax only punishes greedy 1gate expands, not safe one gate expands like the variation you did, which is more or less this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136


I'll be sure to tell him that!

I feel like sentries to hold your natural are only good once you have 3-4 forcefields, so is it safe to say that with any pressure it's best to make stalkers until my first full warp in? Thanks!


I perfer the sentry over the stalker, I believe that zlot-stalker-stalker is the safer choice though, but getting out the early sentry might mean have 1 or 2 FF plus guardian shield when the 2 rax arrives.

Keep in mind though I'll usually let them attack my Nexus while getting an extra unit out, or do a massive probe pull if there setting up bunkers.


I almost always go for a single sentry after 2 stalkers. This one sentry helps to deal with 2rax pressure, early marine attacks, and hellions. It just feels safer against everything. I'm fairly certain 3 stalkers is not bad though. As long as you have a meat shield, stalkers are the units dealing DPS against an early 2rax.

On October 06 2012 10:03 [UoN]Sentinel wrote:
In PvP I do a 1-gate-stargate-expand build. I usually get 3 phoenixes for harassment and general army support before transitioning into robo myself.

If the enemy is going 3 gate robo and pushes out early-midgame with one immortal in his army as well as standard zealot/stalker/sentry, and my phoenixes are at home w/ rest of my army, should I:

a) just lift the immortal and have my other two phoenixes shoot him, or
b) should I lift 1-2 stalkers as well to shrink his army even more so my ground army has more of an advantage?


Almost always, you would just lift off the immortal and the stalkers. You have the option of trying to pick off sentries as well. Whether you lift the sentries or the stalkers first depends on the situation really, as well as the composition of your own army. Either way, you should generally beat this push down fairly easily and set yourself up for the midgame nicely.

On October 06 2012 11:23 Clarity_nl wrote:
In PvT, when would it be appropriate to go templar/archon instead of colossus? Or if the choice is stylistic, what are the differences?
For simplicity let's say T 1 rax FE and P 1 gate FE, no aggression from either.


I'm fairly new to protoss too, but I will give you my observations and opinions.

Colossus: if you commit to colossus tech early, I feel 100% positive that you need to do some kind of early damage in order to justify the cost of getting them so early and delaying your upgrades. This generally means that you need to hide your robo and push very quickly after getting 3 colossus. If, however, you choose the more middle-of-the-road CreatorPrime style, you can just get a single colossus without range while going straight to double ups + templar tech.

This is by far one of my favourite styles: http://day9.tv/d/Day9/tsl4-preview-creatorprime/

Templar: In the games I've played with the 1-gate triple nexus build, I've come to realize that it's impossible to defend all that area with colossus. You kind of HAVE to have templar early on to deal with drops and major attacks at the 3rd and natural. There are some interesting exceptions where templar builds are used for aggressive zealot/archoning on 2-base builds, but I think, for the most part, you should definitely go down the templar path if you want to do a triple nexus build.

Gateway Units: There is a 3rd option which MC has been doing quite a bit recently. This is securing a 3rd base with just a ton of gateways and pure gateway units. You can go for fast double ups + blink, using blink to slow down or stall the initial MMM push. Afterwards, MC uses upwards of 8 gateways to deal with attacks while accessing templar and colossus tech. I think this is a really technical, difficult option, but it's definitely stylistic of MC.

Hope that helps!
StrategyAllyssa Grey <3<3
ineversmile
Profile Blog Joined December 2010
United States583 Posts
October 06 2012 05:08 GMT
#6880
If you go down the gateway unit path in PvT, you should basically think of it like this: The terran is investing into Stim, Medivacs, and usually +1 for his push out. If you want to match that, you can't just have 0-0-0 gateway units. You need blink and/or charge, or you need some kind of AoE, or really good positioning. It's totally possible, but you can't just expect vanilla gateway units to fight higher teched barracks units.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
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