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The Protoss Help Me Thread - Page 415

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 413 414 415 416 417 432 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
llIH
Profile Joined June 2011
Norway2144 Posts
Last Edited: 2013-01-29 15:18:46
January 29 2013 15:18 GMT
#8281
On January 29 2013 21:03 Kaitokid wrote:
Show nested quote +
On January 29 2013 20:50 KAB00000000M wrote:
Is it possible to defend a 4-gate with nexus first?
Is it possible to defend a 4-gate with any sort of econimical opening getting a nexus early in the game?
(I'm platinum level protoss)(Master Terran)


no.

yes if you defend the initial zealot/stalker pressure and the first warpin very cost efficient for example with a 3 stalker opening (has to be ridiculously cost efficient like losing 50% max of what he loses). you can expand afterwards and generally thats a pretty safe followup if you get a robo behind it aswell.


What about 1Gate Robo expand? Or is that too slow to handle the pressure?
(Sorry if this sounds too obvious to answer. I am bad at toss)
NotSoHappy
Profile Joined November 2010
445 Posts
January 29 2013 15:48 GMT
#8282
What maps do you downvote and why?
Gumbi
Profile Joined June 2012
Ireland463 Posts
January 29 2013 15:52 GMT
#8283
On January 30 2013 00:18 KAB00000000M wrote:
Show nested quote +
On January 29 2013 21:03 Kaitokid wrote:
On January 29 2013 20:50 KAB00000000M wrote:
Is it possible to defend a 4-gate with nexus first?
Is it possible to defend a 4-gate with any sort of econimical opening getting a nexus early in the game?
(I'm platinum level protoss)(Master Terran)


no.

yes if you defend the initial zealot/stalker pressure and the first warpin very cost efficient for example with a 3 stalker opening (has to be ridiculously cost efficient like losing 50% max of what he loses). you can expand afterwards and generally thats a pretty safe followup if you get a robo behind it aswell.


What about 1Gate Robo expand? Or is that too slow to handle the pressure?
(Sorry if this sounds too obvious to answer. I am bad at toss)

You'd have a tough time vs 2 Rax, but it's probably possible; to hold. But it would be weaker than 1 Gate expand into 3 Gates.
llIH
Profile Joined June 2011
Norway2144 Posts
January 29 2013 16:37 GMT
#8284
I'm just trying to find a way to play economical vs protoss. Because it seems like every PvP is about 4gate.
Gumbi
Profile Joined June 2012
Ireland463 Posts
January 29 2013 17:41 GMT
#8285
What league? Learn a proper Robo based build, something simple like 3 Gate Robo will crush a 4 Gate.
StraTkSloth
Profile Blog Joined August 2012
United States181 Posts
January 29 2013 17:48 GMT
#8286
On January 30 2013 01:37 KAB00000000M wrote:
I'm just trying to find a way to play economical vs protoss. Because it seems like every PvP is about 4gate.


I 4 gated PvP until diamond. Protoss is really strong with rushes until you play against players who can hold them off. I would say get an immortal, then a few sentries, then expand and get colli/archons from there.
Vega Squadron Player || StarCraft II entusiast
Bahamuth
Profile Joined September 2011
134 Posts
January 29 2013 18:36 GMT
#8287
On January 30 2013 01:37 KAB00000000M wrote:
I'm just trying to find a way to play economical vs protoss. Because it seems like every PvP is about 4gate.


Just do this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=376574
llIH
Profile Joined June 2011
Norway2144 Posts
January 29 2013 18:42 GMT
#8288
Thanks. That 2 gate robo expand looks interesting!
Kaitokid
Profile Blog Joined April 2011
Germany1327 Posts
January 29 2013 20:44 GMT
#8289
On January 30 2013 00:18 KAB00000000M wrote:
Show nested quote +
On January 29 2013 21:03 Kaitokid wrote:
On January 29 2013 20:50 KAB00000000M wrote:
Is it possible to defend a 4-gate with nexus first?
Is it possible to defend a 4-gate with any sort of econimical opening getting a nexus early in the game?
(I'm platinum level protoss)(Master Terran)


no.

yes if you defend the initial zealot/stalker pressure and the first warpin very cost efficient for example with a 3 stalker opening (has to be ridiculously cost efficient like losing 50% max of what he loses). you can expand afterwards and generally thats a pretty safe followup if you get a robo behind it aswell.


What about 1Gate Robo expand? Or is that too slow to handle the pressure?
(Sorry if this sounds too obvious to answer. I am bad at toss)


definitely doable especially if you scout in time. skip the observer and chrono an immortal, 3 pylon block your own ramp and then ff out a couple units.

if he is still able to do the 1st warpin on your highground you should pull probes in time to surround the units before the warpin is finished, this way most of the time the units are already almost dead by the time they can even attack.

if you managed to ff out his units and he has no highground vision either get sentries if you can ff him out further or pull probes when the ff is about to expire and do what I described above (probe surround on warpin). also you should focus fire down the stalkers with the immortal(s), thats the most important part.
eugalp
Profile Joined August 2011
United States203 Posts
January 30 2013 01:28 GMT
#8290
Request: could someone post replays of them defending either a standard 4 gate or a 4 gate with 2 zealots +1 stalker, with a double gas before core build? Specifically, I'm curious about:
1. What is the earliest you can use your FF and still be able to chain them?
2, I know you are supposed to have a "wall" with your 2 zealots and 2 sentries at the top of the ramp, but his probe can still mineral walk past it. Do I have to burn a FF just to stop a probe?
"More GG more skill" - White-Ra
mizU
Profile Blog Joined April 2010
United States12125 Posts
January 30 2013 01:37 GMT
#8291
Why don't you post a replay of what you're doing?
if happy ever afters did exist <3 @watamizu_
eugalp
Profile Joined August 2011
United States203 Posts
January 30 2013 02:15 GMT
#8292
Because I played like shit? =P Anyway I'm looking for examples of what TO do, not what NOT to do.
"More GG more skill" - White-Ra
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
January 30 2013 04:16 GMT
#8293
Thanks for the replies about the 2rax, I'll keep that stuff in mind! And yes, forgetting the robo was a complete mistake. As was guardian shield. I didn't think that it would make that big a difference though...

I saw CreatorPrime doing a 5gate counterpush against 2rax against FXOGumiho in the IPLFC and he kind of killed him (it's not a spoiler if I don't say the map or game number right?), so I guess that's a good idea. 2rax seems like a totally different game compared to 1rax FE...
Getting back into sc2 O_o
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
January 30 2013 04:18 GMT
#8294
On January 30 2013 10:28 eugalp wrote:
Request: could someone post replays of them defending either a standard 4 gate or a 4 gate with 2 zealots +1 stalker, with a double gas before core build? Specifically, I'm curious about:
1. What is the earliest you can use your FF and still be able to chain them?
2, I know you are supposed to have a "wall" with your 2 zealots and 2 sentries at the top of the ramp, but his probe can still mineral walk past it. Do I have to burn a FF just to stop a probe?


About 2: 2 sentries and 2 zealots will kill a probe before it makes it up. Zealots will deal 14 damage, and the tickle cannons can deal the 6 remaining to kill it.
Getting back into sc2 O_o
eugalp
Profile Joined August 2011
United States203 Posts
January 30 2013 06:27 GMT
#8295
A probe has 40 hp. Need 2 zealots hits + tickle. You can get lucky if the probe walks right between the zealots so both can hit but can't rely on that.
"More GG more skill" - White-Ra
MysteryMeat1
Profile Blog Joined June 2011
United States3292 Posts
Last Edited: 2013-01-30 06:43:09
January 30 2013 06:42 GMT
#8296
On January 30 2013 15:27 eugalp wrote:
A probe has 40 hp. Need 2 zealots hits + tickle. You can get lucky if the probe walks right between the zealots so both can hit but can't rely on that.



just put your stuff at the bottom of the ramp. You can stutter and pretty much kill the probe with the two sentries.

EDIT: ah nvm there is units with the probe.
"Cause ya know, Style before victory." -The greatest mafia player alive
Kaitokid
Profile Blog Joined April 2011
Germany1327 Posts
Last Edited: 2013-01-30 13:49:21
January 30 2013 13:49 GMT
#8297
On January 30 2013 15:27 eugalp wrote:
A probe has 40 hp. Need 2 zealots hits + tickle. You can get lucky if the probe walks right between the zealots so both can hit but can't rely on that.


even if the probe manages to build a pylon you can easily focus it down with your units before it finishes
Lazermonkey
Profile Joined June 2011
Sweden2176 Posts
Last Edited: 2013-01-30 15:15:32
January 30 2013 15:12 GMT
#8298
I must admitt I haven't actually scientifically researched the zealot + stalker + probe placing pylons situation, however my personal experience in getting 4-gated with 2 sentry 2 zealot 2 gate tech(a build I use in 95% of my games)I generally feel that killing his units and ignoring the probe is the way to go. If he walks up your ramp with all three of his units, you will kill both zealot and stalker and lose only a zealot if microed correctly. The pylons can either be ignored or killed by probes depending on the situation. Then you will end up with WG finished and warp in 2 units(assuming you went 2 gate + tech). He either warps in in your base, in which case you will be able to attack his units while warping or he warps in on low ground in which case its 5 units vs 5 units but you will have the upper hand due to FF and high ground. Its quite micro intensive but if you practise it abit its very strong and a very reliable way to beat 4-gates while getting very fast tech.

Also, if your whole start depends on you sniping his probe, you will fail when he brings two probes to place pylons, which isn't that uncommon anymore.
JCKE
Profile Joined July 2008
United States52 Posts
January 30 2013 19:16 GMT
#8299
On January 31 2013 00:12 Lazermonkey wrote:
I must admitt I haven't actually scientifically researched the zealot + stalker + probe placing pylons situation, however my personal experience in getting 4-gated with 2 sentry 2 zealot 2 gate tech(a build I use in 95% of my games)I generally feel that killing his units and ignoring the probe is the way to go. If he walks up your ramp with all three of his units, you will kill both zealot and stalker and lose only a zealot if microed correctly. The pylons can either be ignored or killed by probes depending on the situation. Then you will end up with WG finished and warp in 2 units(assuming you went 2 gate + tech). He either warps in in your base, in which case you will be able to attack his units while warping or he warps in on low ground in which case its 5 units vs 5 units but you will have the upper hand due to FF and high ground. Its quite micro intensive but if you practise it abit its very strong and a very reliable way to beat 4-gates while getting very fast tech.

Also, if your whole start depends on you sniping his probe, you will fail when he brings two probes to place pylons, which isn't that uncommon anymore.


Do you have a replay of holding off against a 10-11gate? I recall monk saying that double gas before core has a difficult time holding against it.
Grandmaster Protoss || www.twitch.tv/hartacus || http://sc2ranks.com/us/2551547/JCKE
eugalp
Profile Joined August 2011
United States203 Posts
January 30 2013 19:40 GMT
#8300
On January 31 2013 00:12 Lazermonkey wrote:
I must admitt I haven't actually scientifically researched the zealot + stalker + probe placing pylons situation, however my personal experience in getting 4-gated with 2 sentry 2 zealot 2 gate tech(a build I use in 95% of my games)I generally feel that killing his units and ignoring the probe is the way to go. If he walks up your ramp with all three of his units, you will kill both zealot and stalker and lose only a zealot if microed correctly. The pylons can either be ignored or killed by probes depending on the situation. Then you will end up with WG finished and warp in 2 units(assuming you went 2 gate + tech). He either warps in in your base, in which case you will be able to attack his units while warping or he warps in on low ground in which case its 5 units vs 5 units but you will have the upper hand due to FF and high ground. Its quite micro intensive but if you practise it abit its very strong and a very reliable way to beat 4-gates while getting very fast tech.

Also, if your whole start depends on you sniping his probe, you will fail when he brings two probes to place pylons, which isn't that uncommon anymore.

Any replays? I'm very skeptical of the idea that you can hold a 4 gate if they manage to warp in units above your ramp. Especially since most of your unit count is sentries. The anti-4gate builds that I know place a high priority on sniping probes and denying high ground vision.
"More GG more skill" - White-Ra
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