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The Protoss Help Me Thread - Page 379

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.
Xtreme94
Profile Joined June 2011
Malaysia282 Posts
December 04 2012 17:01 GMT
#7561
Hi guys...I had meet a weird build in PvP during laddering ... That guy build proxy gateway + forge ... He rush out zealots and use cannon to protect the zealot when I pull probes to defend it... Anyone know how to defend it properly?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
December 04 2012 17:08 GMT
#7562
Get a forge and position 1-2 cannons to defend your nexus/pylons/gateway from both his zealots and cannons.

You should come out ahead as his probe count will be lower than yours. Be active with your scouting probe to make sure he doesn't take gas/gets warpgate faster than you though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Chandra
Profile Joined July 2011
United States123 Posts
December 04 2012 17:55 GMT
#7563
How do you differentiate a high ground CC from some sort of 1 base factory play in PvT? I've had a couple of frustrating games in the past couple of days where my probe gets shut out (of course), and I poke up the ramp with zealot/stalker later and see a bunch of marines with no add-on (in another case I saw a low ground bunker with no CC). I assume that he's going for some sort of factory play, so I warp in a couple rounds of units for safety, only to find out with my obs that he's playing standard and my tech and upgrades way behind where they should be. How can I scout or react better in these situations?

Here's an example: http://drop.sc/281691
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-12-04 23:01:16
December 04 2012 23:00 GMT
#7564
On December 05 2012 02:55 Chandra wrote:
How do you differentiate a high ground CC from some sort of 1 base factory play in PvT? I've had a couple of frustrating games in the past couple of days where my probe gets shut out (of course), and I poke up the ramp with zealot/stalker later and see a bunch of marines with no add-on (in another case I saw a low ground bunker with no CC). I assume that he's going for some sort of factory play, so I warp in a couple rounds of units for safety, only to find out with my obs that he's playing standard and my tech and upgrades way behind where they should be. How can I scout or react better in these situations?

Here's an example: http://drop.sc/281691


You can't really differentiate other than seeing the gas (which you couldn't) or knowing each factory opening's marine count timing religiously -- which is not realistic as he can just hide them/bunker them in natural anyways. The factory all-ins that hit particularly harder though are much later (ex: 1/1/1 >9:00), or are much simpler to scout (marauder/hellion all-in has a very fast techlab on rax and 1-2 marines max.) Non-all-in factory based openers though should be accounted for in your build without over-committing.
ThirdDegree
Profile Joined February 2011
United States329 Posts
December 05 2012 18:07 GMT
#7565
In all the match-ups, how many fully saturated bases should you try to have mid-late game? At what point does the increased probe count hurt your army too much?

From what I understand
PvP: 2 bases
PvT: 3 bases
PvZ: 3 bases
Is this correct?

Granted if you are going for a specific all in or something this doesn't matter, I'm just thinking generally what should I try to get up to?
I am terrible
aBstractx
Profile Joined May 2010
United States287 Posts
December 05 2012 18:17 GMT
#7566
can someone explain to me how the fuck you stop a bunker rush when you 13 gate? im high masters gm and i lose to this every single time. cant keep enough rpobes alive
Abusion
Profile Joined March 2011
United Kingdom184 Posts
December 05 2012 18:38 GMT
#7567
On December 06 2012 03:17 aBstractx wrote:
can someone explain to me how the fuck you stop a bunker rush when you 13 gate? im high masters gm and i lose to this every single time. cant keep enough rpobes alive


Is this a naked 2 rax bunker rush? If it is it's all about pulling probes at the right time and Stalker micro. Even top pro's struggle holding it (Squirtle) so I wouldn't worry about it too much.
Pylons + Probes
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-12-05 21:22:14
December 05 2012 20:18 GMT
#7568
On December 06 2012 03:07 ThirdDegree wrote:
In all the match-ups, how many fully saturated bases should you try to have mid-late game? At what point does the increased probe count hurt your army too much?

From what I understand
PvP: 2 bases
PvT: 3 bases
PvZ: 3 bases
Is this correct?

Granted if you are going for a specific all in or something this doesn't matter, I'm just thinking generally what should I try to get up to?


You want 3 base saturation in PvP too. It's just that theres a general requirement of units/colossus/phoenix numbers which make such a number unrealistic in many cases. If ever given the opportunity, you should gun for your maximum production.

All of this is very contextual to the build and state of any particular game in a given match-up. As long as you're at a reasonable number of probes, theres no particular disadvantage. There is an inherent advantage in having less workers when maxed on a bank, but it's extremely risky to shed probes if you don't win with the next engagement.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 05 2012 21:01 GMT
#7569
Clarification:

You do want 3 mining bases in PvP, but you don't necessarily want them fully saturated. In PvZ or PvT, you want between 72 and 80 probes, but in PvP, a few factors combine to put the optimal probe count around 60. These factors include:

-Slower second, third and fourth bases, so your main will begin mining out before you take a fourth. Probes in excess of 60 don't provide much advantage because you don't have enough mineral patches to justify the investment.

-Strong defender's advantage once both sides have a decent colossus count. It's really hard to trade effectively with attacks, and if you can't force trades, the superior reinforcements that come with a higher income don't mean much.

-Slow colossus build time places heavy emphasis on winning one big battle. You can't win fights without a good colossus count, and it takes forever to rebuild that colossus core if you ever lose a battle. This means that whoever wins a decisive battle almost always wins the game. A maxed army with 60 probes is more likely to win a decisive battle than a maxed army with 70 probes, and the latter player's reinforcement advantage doesn't matter because they can't rebuild their colossi fast enough.
Gumbi
Profile Joined June 2012
Ireland463 Posts
December 06 2012 13:03 GMT
#7570
Nope not 80 probes. Too many. I would say 72 - 75 if you play a totally passive macro game. If your third ends up being later (10 + mins as might be the case vs an aggressive Terran), I would have the number down to just under 70.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-12-06 14:51:14
December 06 2012 14:50 GMT
#7571
--- Nuked ---
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
December 06 2012 15:36 GMT
#7572
66 probes means having 16 per mineral line. You can still get more income if you go up to 24 per mineral line, but the last 8 aren't as efficient as the first 16.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-12-06 17:38:20
December 06 2012 17:20 GMT
#7573
On December 06 2012 23:50 Sated wrote:
Surely the maximum number of Probes you should ever need is 66..? Why would you ever need more than 3 mining bases worth of Probes..?


You're not always mining from three fresh mineral lines though, as your main will almost always be mined out by the time you take a fourth. Going up to 70-73 allows you to take four pairs of geysers and still saturate the minerals of the mined out base(s) efficiently. It obviously doesn't always pan out that neatly, but 72~ seems like a more versatile number for the general expectations of what a late game Protoss will be mining from.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
December 06 2012 17:54 GMT
#7574
On December 07 2012 02:20 rd wrote:
Show nested quote +
On December 06 2012 23:50 Sated wrote:
Surely the maximum number of Probes you should ever need is 66..? Why would you ever need more than 3 mining bases worth of Probes..?


You're not always mining from three fresh mineral lines though, as your main will almost always be mined out by the time you take a fourth. Going up to 70-73 allows you to take four pairs of geysers and still saturate the minerals of the mined out base(s) efficiently. It obviously doesn't always pan out that neatly, but 72~ seems like a more versatile number for the general expectations of what a late game Protoss will be mining from.


But even if you get those extra gasses, they aren't doing much unfortunately.

As kcdc pointed out what you really want in PvP is a collossus count if the game goes long. In a large fight you will want a bigger army so you need less probes to support the bigger army.

While a better saturation can lead you to avoiding the mineral starved gas intensive PvP, its not worth the smaller army when reinforcements mean next to nothing vs 6 half health collossus vs your 2 or zero. And the 4th gas pair is really not worth it when you consider that even archons won't help if your collossus count is too low.

Perhaps in HotS we will see more probes made since the tempest can do quite well vs collossus based armies. Who knows. But right now a large economy isn't worth as much as a large army unless you are literally doubling their economy and trading almost evenly
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
rd
Profile Blog Joined July 2010
United States2586 Posts
December 06 2012 17:59 GMT
#7575
On December 07 2012 02:54 ZeromuS wrote:
Show nested quote +
On December 07 2012 02:20 rd wrote:
On December 06 2012 23:50 Sated wrote:
Surely the maximum number of Probes you should ever need is 66..? Why would you ever need more than 3 mining bases worth of Probes..?


You're not always mining from three fresh mineral lines though, as your main will almost always be mined out by the time you take a fourth. Going up to 70-73 allows you to take four pairs of geysers and still saturate the minerals of the mined out base(s) efficiently. It obviously doesn't always pan out that neatly, but 72~ seems like a more versatile number for the general expectations of what a late game Protoss will be mining from.


But even if you get those extra gasses, they aren't doing much unfortunately.

As kcdc pointed out what you really want in PvP is a collossus count if the game goes long. In a large fight you will want a bigger army so you need less probes to support the bigger army.

While a better saturation can lead you to avoiding the mineral starved gas intensive PvP, its not worth the smaller army when reinforcements mean next to nothing vs 6 half health collossus vs your 2 or zero. And the 4th gas pair is really not worth it when you consider that even archons won't help if your collossus count is too low.

Perhaps in HotS we will see more probes made since the tempest can do quite well vs collossus based armies. Who knows. But right now a large economy isn't worth as much as a large army unless you are literally doubling their economy and trading almost evenly


I wasn't referring to PvP specifically, nor were the posts I replied to.
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
December 06 2012 23:46 GMT
#7576
--- Nuked ---
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
December 06 2012 23:48 GMT
#7577
On December 06 2012 03:17 aBstractx wrote:
can someone explain to me how the fuck you stop a bunker rush when you 13 gate? im high masters gm and i lose to this every single time. cant keep enough rpobes alive


be more specific, are they building the bunker in your main?

are you 1 gate FE'ing and losing to bunker pressure hitting your natural?
Thats "Grand-Master" SMURF to you.....
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
December 06 2012 23:48 GMT
#7578
On December 07 2012 08:46 JonIrenicus wrote:
Was parting's secret of his immortal\sentry all-in revealed?


he stated there was no real secret, and that he wins because his build order + his micro and reactions to certain situations are just better than everyone elses.
Thats "Grand-Master" SMURF to you.....
probeater
Profile Joined October 2012
124 Posts
Last Edited: 2012-12-07 01:39:06
December 07 2012 00:12 GMT
#7579
I have a Dark Templar Statue at home.
freizya
Profile Joined October 2012
United States223 Posts
December 07 2012 06:08 GMT
#7580
hey does anyone have a 3 gate blink obs bo? cant seem to find one exactly. mainly wanting to know when to take second gas
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