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The Protoss Help Me Thread - Page 38

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.
monk
Profile Blog Joined May 2009
United States8476 Posts
August 27 2011 01:40 GMT
#741
On August 27 2011 10:31 xlava wrote:
Show nested quote +
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.
Moderator
xlava
Profile Blog Joined March 2011
United States676 Posts
August 27 2011 01:44 GMT
#742
On August 27 2011 10:40 4kmonk wrote:
Show nested quote +
On August 27 2011 10:31 xlava wrote:
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.


It absolutely is optional. Depending on the map size that stalker may not even reach your main warp in area by the time your gates are ready. For example on Xel naga Caverns I might decide to make that stalker, however, on a map like Tal Darim making the stalker is pointless because it will not reach your stalker + zealot combo in time, and will delay your 4gate and nullify its effectiveness.
monk
Profile Blog Joined May 2009
United States8476 Posts
August 27 2011 02:02 GMT
#743
On August 27 2011 10:44 xlava wrote:
Show nested quote +
On August 27 2011 10:40 4kmonk wrote:
On August 27 2011 10:31 xlava wrote:
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.


It absolutely is optional. Depending on the map size that stalker may not even reach your main warp in area by the time your gates are ready. For example on Xel naga Caverns I might decide to make that stalker, however, on a map like Tal Darim making the stalker is pointless because it will not reach your stalker + zealot combo in time, and will delay your 4gate and nullify its effectiveness.


No, it doesn't delay anything. There has never been more than 1 or 2 games in the pro scene that involved a 4 gate without that stalker.
Moderator
MoreSore
Profile Joined April 2011
Ireland73 Posts
August 27 2011 02:16 GMT
#744
does a protoss want to hit every warp in except if he's building tech buildings ???
"More Loss, More Skill" WhiteRa
Corsica
Profile Joined February 2011
Ukraine1854 Posts
August 27 2011 02:28 GMT
#745
Hey guys what is the best set up for hotkeys for units (i use 2 3 4 for units)
1) colo/ht and other gateway stuff
2)mass gateway style
headbus
Profile Joined March 2011
Canada173 Posts
Last Edited: 2011-08-27 03:16:38
August 27 2011 03:08 GMT
#746
On August 27 2011 11:16 MoreSore wrote:
does a protoss want to hit every warp in except if he's building tech buildings ???


You want to try and keep warpgates on cooldown. That being said, if I expand off 3 gateways I won't be able to chrono 2 nexus's worth of probes, add forge/cannons and upgrades and robo's/council/stargates without missing a warp-in cycle. Finding the balance between being greedy with probes/tech/upgrades and being safe with gateway units and defenses is the key to getting into midgame with protoss.

On August 27 2011 11:28 Corsica wrote:
Hey guys what is the best set up for hotkeys for units (i use 2 3 4 for units)
1) colo/ht and other gateway stuff
2)mass gateway style


Its all personal preference but I'll tell you my hotkey setup. 1,2,3,4 are units, 5 nexus, 6 stargate/robo, 7-8 cyber core, 9-0 forges. Generally I'll use 1 for zelots/archons ect, 2 for stalkers, 3 for collosus ect and 4 for some kind of harass unit dt's void prism ect.
LookNaph
Profile Joined August 2010
Canada59 Posts
August 27 2011 13:40 GMT
#747
On August 27 2011 11:28 Corsica wrote:
Hey guys what is the best set up for hotkeys for units (i use 2 3 4 for units)
1) colo/ht and other gateway stuff
2)mass gateway style


For me it's:

1 for initial scout (later replaced by warp prism)
2 for stalkers
3 for zealots/sentries/colossus
4 for HTs
5 for gateways (and later replaced by robo after wg research)
6 for stargate
7 for nexus
8, 9 for observers
0 for some temporary unit/building (incomplete gateways so I can just transform to warp gate easily, or HTs so I can merge them easily etc.)
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
August 27 2011 15:02 GMT
#748
On August 27 2011 11:02 4kmonk wrote:
Show nested quote +
On August 27 2011 10:44 xlava wrote:
On August 27 2011 10:40 4kmonk wrote:
On August 27 2011 10:31 xlava wrote:
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.


It absolutely is optional. Depending on the map size that stalker may not even reach your main warp in area by the time your gates are ready. For example on Xel naga Caverns I might decide to make that stalker, however, on a map like Tal Darim making the stalker is pointless because it will not reach your stalker + zealot combo in time, and will delay your 4gate and nullify its effectiveness.


No, it doesn't delay anything. There has never been more than 1 or 2 games in the pro scene that involved a 4 gate without that stalker.


Not since the Yonghwa build became popular and especially not since the warpgate nerf. Before these 2 things one stalker one zealot was all that was really made and the 2nd pylon was delayed in favour of the cyber core first
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
monk
Profile Blog Joined May 2009
United States8476 Posts
August 27 2011 15:26 GMT
#749
On August 28 2011 00:02 ZeromuS wrote:
Show nested quote +
On August 27 2011 11:02 4kmonk wrote:
On August 27 2011 10:44 xlava wrote:
On August 27 2011 10:40 4kmonk wrote:
On August 27 2011 10:31 xlava wrote:
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.


It absolutely is optional. Depending on the map size that stalker may not even reach your main warp in area by the time your gates are ready. For example on Xel naga Caverns I might decide to make that stalker, however, on a map like Tal Darim making the stalker is pointless because it will not reach your stalker + zealot combo in time, and will delay your 4gate and nullify its effectiveness.


No, it doesn't delay anything. There has never been more than 1 or 2 games in the pro scene that involved a 4 gate without that stalker.


Not since the Yonghwa build became popular and especially not since the warpgate nerf. Before these 2 things one stalker one zealot was all that was really made and the 2nd pylon was delayed in favour of the cyber core first


I think you read this conversation wrong. We're talking about 2nd stalker, not 2nd pylon. =P
Moderator
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
August 27 2011 15:35 GMT
#750
On August 27 2011 10:44 xlava wrote:
Show nested quote +
On August 27 2011 10:40 4kmonk wrote:
On August 27 2011 10:31 xlava wrote:
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.


It absolutely is optional. Depending on the map size that stalker may not even reach your main warp in area by the time your gates are ready. For example on Xel naga Caverns I might decide to make that stalker, however, on a map like Tal Darim making the stalker is pointless because it will not reach your stalker + zealot combo in time, and will delay your 4gate and nullify its effectiveness.


It doesnt delay anything and it's better to get it since you'll be up 1 stalker. I havent seen a 4 gate where a pro doesn't get that 2nd stalker
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
las91
Profile Blog Joined May 2011
United States5080 Posts
August 27 2011 17:12 GMT
#751
On August 24 2011 22:27 Xahhk wrote:
Anyone have experience doing 1 gate expand but you build stalker, sentry sentry (gas at 19 or 18) before building nexus and then the gateways?

Is this supposed to hold any 2 rax shenanigans on close positions?


You can hold a 2 rax as long as you wait for your first round of warpins from your 3 finished gateways and good FFs. I usually have no trouble (I might have to let the nexus get hit for a bit but i'd rather not just lose the game outright compared to losing some health on a nexus). Big key is to be patient, when you think you have enough units and your FF control is good enough it's very easy to go Stalker -> Sentry -> sentry into nexus
In Inca we trust
whistle
Profile Joined April 2010
United States141 Posts
Last Edited: 2011-08-28 05:33:27
August 28 2011 05:31 GMT
#752
Hi... unsure how I should have played this game differently. Usually I can identify an obvious place where I screwed up i.e. macro or not scouting or horrific micro, but here I can't find the clear culprit. There were a few errors like misrallying my zealot, building a pylon in a bad spot, etc, but I don't think fixing them would have made me win...

Diamond ladder PvZ, I go for a FFE on TDA. Pylon scout finds his 6 pool so I abandon my forward choke and build a pylon near my nexus. Forge goes up after the pylon, and afterwards a cannon in my mineral line. I hold off the initial few lings, then afterwards he doesn't come at me with a ton of lings so I scout to see whether he has expoed, is going for roaches, etc. Probe arrives at his base to see a baneling nest... I target fire his banelings with my cannon and survive the first wave but then my cannon is dead and more banelings come so I die.

Any tips on how to approach this sort of all-in would be appreciated. Should I have made a second gate, or more cannons, or what? I thought I scouted the baneling nest pretty early (sent probe out soon after the pressure let up) but I still didn't have much time to prepare.

http://drop.sc/29707

Cheerio...
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
August 28 2011 16:20 GMT
#753
On August 27 2011 03:32 SnowK wrote:
Can anyone approximate how many production buildings to build per expansion to keep money down? Usually when I do a fast expand build, things kind of skyrocket around the 8-10 minute mark once the bases have good worker counts. 3 gates and 1 robo per expansion, and start adding more once supply capped?


4 gates per expansion or make 2 gates a robo or stargate. This is usually a pretty good amount of production facilities but you might need more your macro is slipping or less if you lose probes to harass and so on.
I am Latedi.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
August 28 2011 16:34 GMT
#754
On August 27 2011 10:10 xlava wrote:
Show nested quote +
On August 27 2011 03:39 KiF1rE wrote:
In PvT

any one know what type of unit comp should fight a late game mech terran? IE 10+ siege tanks, ghosts, BFH and vikings with some ups. and turrets scattered everywhere... I'm talking GM or high masters level of play.

basically they start with banshee or drop harassment and my games vs GM's are going past 3 base, and once they start building PF's at expos i can no longer really harass them anymore. and they start getting a big tank line.


Yes I know this style. Its very gimmicky. I assume that they also drop blue flame hellions. Then because those (and the banshees) force stalkers they pump siege tanks off 2 bases and proceed to roll you over, because obviously stalkers are useless versus mass tank.

I just had a game versus a practice partner and it got me quite angry. He essentially suicided mass blue flame hellions into my mineral lines the entire early - mid game without any micro whatsoever. I had awesome map control with observers everywhere and managed to deflect his attacks and take an early/normally timed third base while he stayed on 2 the ENTIRE game. I lost only around 20 probes total (which is VERY low all things considered), but had a stalker colossus based army, so when he rolled up with his maxed 2 base force of tanks I wasn't prepared. The stalkers melted to the siege tanks.

I think the trick is to not get caught up in the stupid harass. You have to pump zealot immortal with a few colossi. Maybe cannon up your mineral line instead of building stalkers. I'd recommend suicidal phoenixes to thin out the siege tank fire when engaging. Obviously lead with immortals and follow up with the chargelots. Lastly, dts can do wonders here. Because terran can be complete bs and stay on 2 bases for what seems to be an infinitely long amount of time, their scans will be limited. Send in dts one at a time to snipe tanks. If he builds a raven, then you've either done enough damage to force him back (where you can proceed to harass his main) or you've thinned out the tank force enough for it to be more easily engaged. I know this is all three tech paths but tbh I don't know how else to stop it. I talk to a lot of high masters/GM terrans and they say that mech sucks versus Protoss. For the love of god I dont know why they say that, but whatever. All we can do is brainstorm and test it out.

Hope this helps brotoss

(coming from a masters protoss)


I don't agree at all with what you say. The important things to note with mech is 1. It is incredibly powerful and 2. It is equally immobile. So once you are safe vs the initial harass you can take 3 or maybe even 4 bases really fast as his army grows stronger the larger it gets. You will be able to get an economic lead pretty easily if you don't die to any timing pushes and he will not be able to follow. If a mech player expands too much he has to thin out his defenses and you can strike at one point with your entire army. Personally I like to get colossi with blink stalkers and go for the terran's production facilites in the main while he's at his natural/third.

So key is mobility and harass. You don't want to fight him head on because your forces will do just that, melt. The hellions will kill any zealots approaching the tanks, ghosts will EMP the immortals and then the tanks are going to clean up anything else coming. What mech can't do however is defend easily against air, I suggest going for voidrays/carriers and maybe a mothership as recall adds to your already superior mobility.

Basetrades are also beneficial for the protoss in this situation as if you have your main/natural and two other bases on random positions on the map it's pretty much like blink vs robo PvP. The reason you can take bases across the map is because you only need a bunch of canons to defend from blue flame hellions, and if the terran sends his tanks he will be severly out of position and you can punish. Warp ins will also be able to defend your expansions from small amounts of units being sent to shut it down.

Here's my general gameplan vs mech:
1. Take three bases ASAP.
(2. in case of a timing push, do anything required to break it)
2. Get blink stalkers, colossi and double forge. Initiate harassment and deny him more bases.
4. More bases and by this time all mineral lines should have like 4 canons.
5. Tech switch into air if you cannot abuse his army composition in some way (ie. he's missing blue flame hellions, ghosts or something).
6. By this time you should either win because the terran has run out of money or units, if you lose it's probably becauase the terran's units were too cost effective.

Just a note: Siege tanks really destroy colossi if micro'd properly, it's not even funny if you forget the immortals. Vikings aren't even necessary to deal with them.
I am Latedi.
Mcdank79
Profile Blog Joined August 2011
7 Posts
August 28 2011 21:11 GMT
#755
Hey I've been playing starcraft 2 a decent amount. I just started getting into sc2 and my buddy is a top diamond league player but is too dumb to teach me decent techniques except for telling me to (get this). I usually play protoss decently for a casual player. Does anyone have any tips on what builds would be best for me to become a decent 1v1 player. Also any ideas for 3v3??
ChopSuey2
Profile Joined January 2011
United States50 Posts
August 28 2011 21:19 GMT
#756
What did I do wrong this game? PvZ has just about always been my hardest MU, i always simply get out expand and overrun it seems like. Help please.

[image loading]
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
August 28 2011 21:45 GMT
#757
On August 28 2011 00:26 4kmonk wrote:
Show nested quote +
On August 28 2011 00:02 ZeromuS wrote:
On August 27 2011 11:02 4kmonk wrote:
On August 27 2011 10:44 xlava wrote:
On August 27 2011 10:40 4kmonk wrote:
On August 27 2011 10:31 xlava wrote:
On August 27 2011 10:23 Pawsom wrote:
On August 27 2011 03:00 blinkblue wrote:
Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.


9pylon ( chrono when finishes)
12 gate (chrono after starting)
14 gas
16 pylon
17 core ( cut a probe here to make core INSTANTLY after gateway)
18 zealot
Warpgate Immediately
22 Stalker (1 Chrono, Rest of Chrono on Warp Tech)
24 cut probes, 3x gateways
24 Stalker
26 pylon( I like to build 2 under their ramp so they finish at around 5:35-540) You can also make one reasonably near their base and make the next pylons at their ramp.


This is good but the second stalker is optional.

Just thought I should throw that in there.


What? No it's not.


It absolutely is optional. Depending on the map size that stalker may not even reach your main warp in area by the time your gates are ready. For example on Xel naga Caverns I might decide to make that stalker, however, on a map like Tal Darim making the stalker is pointless because it will not reach your stalker + zealot combo in time, and will delay your 4gate and nullify its effectiveness.


No, it doesn't delay anything. There has never been more than 1 or 2 games in the pro scene that involved a 4 gate without that stalker.


Not since the Yonghwa build became popular and especially not since the warpgate nerf. Before these 2 things one stalker one zealot was all that was really made and the 2nd pylon was delayed in favour of the cyber core first


I think you read this conversation wrong. We're talking about 2nd stalker, not 2nd pylon. =P


oh haha i guess i did >.<
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
gejfsyd
Profile Joined September 2009
Poland156 Posts
August 28 2011 21:47 GMT
#758
What are the most recent pvt styles? Im having some succes with zealot/archaon but its not ideal for some maps with a lot of choke points.
schmarx
Profile Blog Joined June 2011
Netherlands3 Posts
Last Edited: 2011-08-28 23:04:40
August 28 2011 22:53 GMT
#759
Perhaps it's a stupid question but is it ever acceptable to drop probe production to make a full warp in from your warpgates? I've had major trouble with doing full warp ins the entire time while keeping up probe production.

Also, what I've been wondering about: against a 2-rax/3-rax, what should your gateway unit mix look like?
Everything in war is simple, but the simplest thing is difficult.
Bibzball
Profile Blog Joined May 2010
France250 Posts
August 28 2011 23:16 GMT
#760
On August 29 2011 06:19 ChopSuey2 wrote:
What did I do wrong this game? PvZ has just about always been my hardest MU, i always simply get out expand and overrun it seems like. Help please.

[image loading]


Hey man,
Pretty much in the same situation as yours, I feel like PvZ is a hard matchup atm because they got good at scouting what we're doing.
Anywayz, I didnt see any major game changing stuff, the most obvious thing would be that you should have built more gates AS your 3rd was getting made. You made them after Z pushed and floated a ton of money at this time.
Some small things

- You got the information about the infestation pit, threw down that templar archive but did not make templar before researching storm and you moved in the middle of the map. 2 templars would have helped here.
- Twilight council was made 1 whole minute before it did anything
- Early game you did not make sentries out of gate 2 and 3 and waited for an entire cycle waiting for warp gate upgrade to finish and floated tons of resources. You could try and expand a little more agressively, at least try and put down the pylon on the low ground to bait these zerglings. If your forcefields are decent, you can move down the ramp with 4-6 sentries, which is the amount you can get when warp gate finishes with a 3 gate expand (3-4 out of the initial gate, and 2 in between the completion of the 2 other gates and the warp gate upgrade). I'm pretty sure you could have thrown down that expo at least a minute earlier. (could be discussed imo)
- Also, i'm not sure about the forge timing, you may want to start these upgrades earlier, i'm surprised you did not use a forge to narrow down that choke in the front as you took your natural (could be also discussed)

My 2c :-)
DANIEL ! GET OUT OF THE WATER !!!
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