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Italy12246 Posts
Gateway pressure off 1gate FE has little to do with the Terran going CC first or 1rax FE.
It's a decent build though, Ver in the Pro Terran Q/A said about it:
+ Show Spoiler +BACKGROUND: I'm a Platinum Protoss and I've been really trying to do the same openign agaisnt Terrans everytime because I'm trying to work it out to a place where it will be safe against everything and still strong enough to win me the game (maybe thats obvious ). I got my opening from watching a Day9 daily on PvT openings, then from studying the Protoss in question's (SaSe) other replays to get extra info not covered in the daily.
Opening BO: + Show Spoiler +
THE POINT OF THIS POST: I wil lay out my gameplan/noob assumptions/meta/tactics on the table with nothing held back. If you (or another extremely generous Terran that this topic is geared towards, seriously, you are a BOSS for starting this thread, I hope it grows really quickly) would be so kind as to rip it apart, tell me where I'm totally wrong, totally smart, or just plain confused on stuff that would be GREAT!!! Obviously I'm talking the stuff specific to interaction with Terrans (I don't expect you to correct protoss-y stuff.
So basically, my gameplan is to A) survive 1 base attacks that hit <7:00 B)Punish early expands with 7-8:00 push C.1)KILL HIM C.2)Do some (typically econ) damage, then contain until 9:30ish when medivacs/stim bio come out then pull back D)win in a macro game with a good economic lead already established and support with WP harass and/or (especially when heavy SCV losses are inflicted early) DT harass
My first zealot walks up his ramp, typically sees a bunker and some Marines + Show Spoiler +(sometimes a maruader or two) at his natural with a CC building/completed/whatever, the earlier he took it the better for my push. at 6:00, then 1 cooldown later I warp in at his front with 1 Zealot and 5 stalkers so my army is 3 Zealots, 2 Sentires, and 5 stalkers just before 7:00. I march up his ramp and micro my units (FF bunkers to prevent repairs or if they are empty to prevent marines from getting in) and try to push in as much as possible. I macro probes and warp in more units as needed depending on how the battle went. Worst case scenario we trade evenly and no econ damage is done (other than some lost mining time on a few scvs or something), best case scenario is (as long as I don't just KILL him) I push him back into his main and deny any expansion until he has medivacs/stim at around the 10:00 mark, either scenario I then pull back onto my colossus tech, constructing 3rd base and bigger army. I get out a warp prism and drop 4 zealots (sometimes DT's/HT's with storm) later on)into his natural mineral line as soon as I see him move out (whether it be a drop or push at the front), and continue to do so every time he is about to pressure me (I keep a vigilant watch on watchtowers/obs at the front) while trying to NOT DIE while I get out colossus tech followed by HT's with storm. When I drop, if econ damage isn't an option I try to snipe EBays>Starports/reactors>Production. I get up to 200/200, 3/3, charge, etc, etc. then engage him on MY terms and hopefully force out a gg. FF's. Storms, and Colossi and my gosu platinum micro are typically enough.
A more specific question that I forgot to mention after writing ^that: Is that 7-8 minute push (3 Z, 2 Sentry, 5 Stalkers) scary against a typical FE build? It was in all the SaSe games I've watched, but that amounts to a total of 10 games or something, and in all those games the T went for greedy FE builds (1 rax->CC was what it was mostly, is that normal against P?) I'm trying to get to masters by the end of 2012, so as I go up the rankings, will this gameplan (especially the early part) continue to serve me well (assuming no drastic shifts in metagame/HoTS stuff)? Is it a silly gambit that is only paying off against plat/diamond T's? + Show Spoiler +I would say that pro Terrans will rax cc about 80% of their games nowadays. Yes, that nexus 3 gate attack can be pretty threatening to pro players but it's basically a coinflip. If he builds 2 bunkers he is safe and he can potentially hold with 1 too if scvs are pulled. If you don't do damage you are pretty far behind but not horribly lost, and if you realize you can't break him but he pulled scvs, you can just target scvs while chronoing probes and come off ok. You just never want to trade your entire army and not smash his position. All in all I think it's an excellent choice if your goal is simply to get to masters. Honestly I can't see many The most important thing with it is you cannot let the Terran sneak their scv into your base once you've committed to it and you also need to be able to take the watchtower and prevent them from seeing your moveout/forward pylon. It's a pretty awkward build though since you normally go zealot -> stalker -> sentry and with this your stalker is so late, so its harder to deny a scout and you are more vulnerable to certain early timings.
The warp prism idea is excellent and I cannot emphasize how important that is. Almost none of the non-kespa pro players do it yet it is so powerful.
The one thing I was concerned about reading your description is where you allocated your attention (80-90% on the early game, with the rest almost an after thought). That attack is not particularly allin, and versus decent players you will most likely not actually kill/cripple them with it if they have some kind of experience against it. If you want to improve you need to have a much more concrete plan in the midgame and focus on that more. I'm guessing that low level players simply can't handle that 3 gate timing if they rax cc but once you go up in level people will be more capable of holding it. Let me give you some questions you should be considering for the midgame (assuming you come off even from the opening and he does rax cc):
1) How do you defend against the first 2 medivac timing attack/elevator? 2) When do you get forges? 3) When do you get charge/blink? 4) As you are going colossus first, how do you stop them from dropping you to death? Because you are making a warp prism, how many observers can you squeeze out? Are you max chronoing the robo? 5) When do you take your third? Do you know the difference in Terran play between the third cc off of 3 barracks and starport and more heavy 2 base 5 rax/medivac before 3rd cc and how to react to each? 6) When do you stop making colossus? When is the templar transition? When do you start remaking colossus and adding a second robo?
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On November 30 2012 15:47 McTeazy wrote:Show nested quote +On November 30 2012 14:29 freizya wrote:Hey diamond toss, I just lose to an economic 10 pool and not sure how to respond. http://drop.sc/280187I made a cannon in my mineral line then tried for a 1 gate core expo, but felt like i was too far behind because of my expo delay. what could i have done differently? thanks in advance first off, you should really just go 13/14 forge on 4 player maps on the ladder unless you scout them first. it makes holding these things so much simpler
Not just simpler. You auto lose vs 6 pools on 4 players map if you get unlucky and they get lucky. You need to get ~13 forge and double scout.
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On December 03 2012 08:13 Chandra wrote:Show nested quote +On December 03 2012 07:49 ApocAlypsE007 wrote:On December 03 2012 07:14 Chandra wrote:I'm struggling to hold 1 base colossus all-ins in PvP when using expansion builds. In this game I went 3 stalker into 2 gate expand, scouted the all-in (which hit with 2 immortals, 1 colossus), then went up to 6 gates while pumping immortals, but still got beat pretty handily in the engagement, despite having 1 more immortal and an army supply advantage. I didn't micro terribly well, but then again I'm unsure how I should micro in engagements like this. An initial two zealot advantage and the colossus just seemed to wreck all my stuff really easily. What could I have done better? Replay: http://drop.sc/280955 Watched the replay, I have few points. 1. If you plan to expand after 3 Stalker rush, if you see no sign of imidiate agression, I don't think the Sentries after the Stalkers are necessary, this could have gave u faster expansion by 20 seconds. 2. You didn't have many more probes than him, so every probe counts. You were oversaturated in the main by 2 probes. And once you figured out he was going 1 base Colossus, you could have built few more probes. 3. The fight: - Basically your Immortals were next to useless whole fight long as they shot the Zealots. Try to get them into action. Try to set up a flank of Immortals and Stalkers to take down the Colossus. Once the colossus is gone, you can start to chew him up with FF's. - 1 Army Ctrl group. It's harder to control with mouse only, and it is a very contributing factor that your Immortals did almost nothing. - 1 tactic I think can work here is to just FF his entire army out, it will buy you time to warp more units, or he has to walk his Colossus over the FF's straight into your hungry Immortals. 4. You almost had no map presence. Keep something at the watch tower, spread some pylons around, have a spotter that sees when the attack is coming. Few Zealots counterattacking in the main can ruin the day for many fellow Protosses. The sentries are kind of built into the build for blind security against early all-ins. But I agree on all other points. As far as a flank goes, might it be worth getting a warp prism to try and drop immortals behind to target the colossus? I feel like a flank might leave 1 of your 2 unit groups overly exposed. It is risky, but in your level the macro isn't very different from your opponent so you have to gain an advantage with army positioning, and WP with Immortals in this case can work wonders as he was very heavy on Zealots.
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On December 03 2012 07:14 Chandra wrote:I'm struggling to hold 1 base colossus all-ins in PvP when using expansion builds. In this game I went 3 stalker into 2 gate expand, scouted the all-in (which hit with 2 immortals, 1 colossus), then went up to 6 gates while pumping immortals, but still got beat pretty handily in the engagement, despite having 1 more immortal and an army supply advantage. I didn't micro terribly well, but then again I'm unsure how I should micro in engagements like this. An initial two zealot advantage and the colossus just seemed to wreck all my stuff really easily. What could I have done better? Replay: http://drop.sc/280955 The best way to hold is to have high energy sentries so that you can repeatedly forcefield the choke closed, forcing his colossus to walk to the front to stomp the forcefields. Then you focus it down with your immortals.
The other reliable way is to mass zealots and immortals, engage in an open area, and preferably flank.
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Hi.
I just played SC2 for a week (woot), i find it fun and VERY HARD.
I choose to go Protoss, and i have some questions.
1. Is it good to mass Gateway? Maybe like 15 to 20 gateways. (!) 2. Is it good to always keep having my nexus producing probes? Like always having a probe on queue to produce. 3. Do you guys have any good methods to train my macro? Kept messing my build orders, etc.
Lastly, how long do most people play until having 'average' SC2 skills?
Thanks!
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Italy12246 Posts
It is hard it indeed, yeah. I recommned reading Liquipedia around, take a look at this section http://wiki.teamliquid.net/starcraft2/Portal:StarCraft_II for a brief introduction on terminology, units, counters, and a bit on strategy.
Answering your questions: 1) When you have a really, really strong economy (about 4 bases, about 80 probes) yes in most situations. 2) Yes, always do it. It's one of the fundamentals to macroing well. 3) Focus on one, possibly simple, build per matchup. Many people recommend starting with all-ins such as 4Gate as they are simpler to execute, others suggest only doing macro builds as they "train mechanics better". It's a subject that's been beaten to death and everyone has his own opinion on it. In general, solid mechanics tend to follow naturally when you pick a build and focus on doing it as well as possible. The best Protoss guides on Teamliquid are here http://www.teamliquid.net/forum/viewmessage.php?topic_id=284255. 4) It depends. It took me about one and a half years to get to Master (which is about the level where mechanics are decent enough that things like strategy and builds are more important), and i've had students jump from Silver to Diamond in a month or so.
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On December 03 2012 23:45 kcdc wrote:Show nested quote +On December 03 2012 07:14 Chandra wrote:I'm struggling to hold 1 base colossus all-ins in PvP when using expansion builds. In this game I went 3 stalker into 2 gate expand, scouted the all-in (which hit with 2 immortals, 1 colossus), then went up to 6 gates while pumping immortals, but still got beat pretty handily in the engagement, despite having 1 more immortal and an army supply advantage. I didn't micro terribly well, but then again I'm unsure how I should micro in engagements like this. An initial two zealot advantage and the colossus just seemed to wreck all my stuff really easily. What could I have done better? Replay: http://drop.sc/280955 The best way to hold is to have high energy sentries so that you can repeatedly forcefield the choke closed, forcing his colossus to walk to the front to stomp the forcefields. Then you focus it down with your immortals. The other reliable way is to mass zealots and immortals, engage in an open area, and preferably flank.
Yeah the first way you mentioned is the best way for me personally. Even if they go for a 2 colossus timing, when you force them to the front while engaging up a ramp you can usually take them out quickly. Taking out their observer pre battle with stalkers helps this tactic as well.
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United States8476 Posts
Just a note, I've begun updating the OP of this guide, about halfway where I want it to be.
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I really like HT/storm in PvT before colossus, but I've had a tough time figuring out a safe build order that will set me up to be able to stop all 1/2 base all-ins. As long as I get 2 HT with storm by the time a push comes, I can usually win (even at master league, players are awful at dodging storms), but getting to that point safely is the hard part for me.
Or is this just a build I shouldn't even be trying? Should go one colossus into HT tech?
I'm still relatively new to Protoss, and trying to settle on go-to macro styles for every matchup. I have a few other questions but this is the most pressing for me now. Thanks
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United States8476 Posts
On December 04 2012 03:49 Sway.746 wrote:I really like HT/storm in PvT before colossus, but I've had a tough time figuring out a safe build order that will set me up to be able to stop all 1/2 base all-ins. As long as I get 2 HT with storm by the time a push comes, I can usually win (even at master league, players are awful at dodging storms), but getting to that point safely is the hard part for me. Or is this just a build I shouldn't even be trying? Should go one colossus into HT tech? I'm still relatively new to Protoss, and trying to settle on go-to macro styles for every matchup. I have a few other questions but this is the most pressing for me now. Thanks  If you read the OP, I state that there are 2 common builds to get into templar safely. The Startale templar build has a guide, but Rain's build does not.
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On December 04 2012 03:52 monk. wrote:Show nested quote +On December 04 2012 03:49 Sway.746 wrote:I really like HT/storm in PvT before colossus, but I've had a tough time figuring out a safe build order that will set me up to be able to stop all 1/2 base all-ins. As long as I get 2 HT with storm by the time a push comes, I can usually win (even at master league, players are awful at dodging storms), but getting to that point safely is the hard part for me. Or is this just a build I shouldn't even be trying? Should go one colossus into HT tech? I'm still relatively new to Protoss, and trying to settle on go-to macro styles for every matchup. I have a few other questions but this is the most pressing for me now. Thanks  If you read the OP, I state that there are 2 common builds to get into templar safely. The Startale templar build has a guide, but Rain's build does not.
Cool, not sure how I missed that part. I'm going to check out some Rain VODs to see how his build differs from the ST one.' Thanks 
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Can you recommend a good PvR opening? I'm mid diamond and losing basically every PvZ where they are random because they get to hatch first and I have to do a gateway expand. I'm finding that 1 base Stargate play into expand is kind of gimmicky and any good Zerg will just build 2-3 queens and be fine.
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On December 04 2012 04:16 DinoMight wrote: Can you recommend a good PvR opening? I'm mid diamond and losing basically every PvZ where they are random because they get to hatch first and I have to do a gateway expand. I'm finding that 1 base Stargate play into expand is kind of gimmicky and any good Zerg will just build 2-3 queens and be fine.
Build first pylon against your nexus and scout with that 9 probe. If you reach Z base and they have pool finished, just forge and cannon and your mineral line will be safe and you will have better econ. If they do pool first at a more normal timing like 13-14, throw down forge and pylon at your nat choke to start that wall. If they do hatch first, you can go nexus, then start your wall at natural.
Against P and T, having a pylon next to your nexus is fine and you can just throw down a gate and play normally.
On four-player maps, send a second probe if you want to be really cautious.
I'm low master league, and always feel safe with this build.
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On December 04 2012 03:49 Sway.746 wrote:I really like HT/storm in PvT before colossus, but I've had a tough time figuring out a safe build order that will set me up to be able to stop all 1/2 base all-ins. As long as I get 2 HT with storm by the time a push comes, I can usually win (even at master league, players are awful at dodging storms), but getting to that point safely is the hard part for me. Or is this just a build I shouldn't even be trying? Should go one colossus into HT tech? I'm still relatively new to Protoss, and trying to settle on go-to macro styles for every matchup. I have a few other questions but this is the most pressing for me now. Thanks  If you want to do storm before colossus, TL has 2 good guides on safe ways to get there.
Startale 2-base Templar: http://www.teamliquid.net/forum/viewmessage.php?topic_id=364130
and
kcdc's PvT http://www.teamliquid.net/forum/viewmessage.php?topic_id=319339
Each of them gets a quick single forge for armor upgrades, techs templar on 2 bases and recommends adding colossus tech after 3+ bases. The key difference is the Startale build provides much earlier observers, but delays storm and charge significantly, while my build gets charge and storm much quicker, but delays observers.
Which build is better for you will depend on your preferences and your strengths as a player. My build has very limited direct scouting until after 12 minutes, so you need to be good at scouting the front, counting units, knowing timings and making reads. You also won't have observers to spot early drops, so you need to be smart about troop movement and quick with your responses to the minimap to land feedbacks and storms before the drops unload. In exchange for these sacrifices, you have storm in time to crush the 2-medivac timing and take map control in the 12-15 minute window. Mapcontrol is especially valuable for templar play because if Terran pushes with ghosts, you need space and time to set up templar flanks, storm ambushes, and zealot counter-attacks.
The Startale build is more conservative. It gets a robo before twilight which means you actually get to see what Terran is doing. In most cases, Terran goes for the 10 minute medivac timing, so the direct scouting information isn't worth much, but in the rare cases where he goes gasless CC into 9 minute cloaked banshees, you'll be glad you made those observers. The resources spent on observers means you have to delay storm, charge, and build about 6 stalkers (weak units) in order to survive the medivac timing. This winds up delaying your ability to take map control before Terran gets his ghost count up.
So with the Startale build, you have better scouting which makes you somewhat safer early, but this early information and safety comes at the cost of some map control. With my build, you're relying on scouting Terran's front in order to read what he's doing, but if you're good with your reads, you're rewarded with much faster storm and an army that can more easily push Terran around the map until he gets a big army with lots of ghosts.
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On December 04 2012 04:16 DinoMight wrote: Can you recommend a good PvR opening? I'm mid diamond and losing basically every PvZ where they are random because they get to hatch first and I have to do a gateway expand. I'm finding that 1 base Stargate play into expand is kind of gimmicky and any good Zerg will just build 2-3 queens and be fine. On 2P maps at least, you can scout on 9 and count on seeing their race before you have to commit to a build. If they're Zerg, I'd say cancel the gate if it's already started and make a forge in your main. If they're hatch first, you cannon rush. If they're pool first, take nexus, then make a pylon and a cannon at your natural. You won't have a wall up as fast, but it's not a big deal.
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On December 04 2012 03:49 Sway.746 wrote:I really like HT/storm in PvT before colossus, but I've had a tough time figuring out a safe build order that will set me up to be able to stop all 1/2 base all-ins. As long as I get 2 HT with storm by the time a push comes, I can usually win (even at master league, players are awful at dodging storms), but getting to that point safely is the hard part for me. Or is this just a build I shouldn't even be trying? Should go one colossus into HT tech? I'm still relatively new to Protoss, and trying to settle on go-to macro styles for every matchup. I have a few other questions but this is the most pressing for me now. Thanks 
Your HT's will not be out in time for most one base pushes. What you really need to work on is identifying these all-ins when possible and how to hold with a 1 gate fe. If you're past 8-9 minutes enroute to high templar you're pretty golden -- as long as you have sufficient units to hold typical 2 medivac timings.
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There is any video serie like Bronze to Master's FilterSC for protoss? I'm newbie and all basic guides I can get will help. Also, I already watch day9.
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On December 04 2012 13:23 pedrlz wrote: There is any video serie like Bronze to Master's FilterSC for protoss? I'm newbie and all basic guides I can get will help. Also, I already watch day9. Try looking through the guides posted on the front page of the OP; a lot of them are really good for new players like yourself.
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On December 04 2012 13:23 pedrlz wrote: There is any video serie like Bronze to Master's FilterSC for protoss? I'm newbie and all basic guides I can get will help. Also, I already watch day9. Sadly no in the format that FilterSC did it, but there are 4 part video guide of dApollo (look for Protoss Tutorials Revamped) that is pretty good at showcasing safe macro play, and if you want to learn about individual units and their effect in the game play TheStaircase (look for it in TL search).
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I think the best way to improve in the lowest leagues is to pick one build order for each matchup. Make sure you have the mechanics of the build order well down before progressing onto more complex build orders. This helps with matchup specifics, and with mechanics. It'll also help you develop a good sense of what to do (generally speaking) vs each race, and how they work.
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