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How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE).
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On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE).
There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo.
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On September 26 2011 20:31 Latedi wrote:Show nested quote +On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo.
I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ?
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Canada13389 Posts
On September 26 2011 21:11 Geiko wrote:Show nested quote +On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ?
How do you play against muta play like that on a map like nerazim? I feel the 3rd is so far away its hard to effectively split the army and defend each base easily. Should I be focused on having an army there while cannons warp in and then have less units when i get more cannons? Just delaying basically?
Then I guess you can pressure back with warp prisms if they make it out? or DTs or something?
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On September 26 2011 21:11 Geiko wrote:Show nested quote +On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ?
Yeah you make a stargate and start pressuring, then you throw down another one if you scout mutas. You have to start transitioning away from them efter a while though even if zerg doesn't. Zerg will most likely have more mutas than you have phoenixes after a while and it's better to get storm, also infestors will ruin your day if the zerg catches like 20 phoenixes. Phoenixes can be really good against infestors but it's all about who catches who first. Preferably you engage with some colossus stalker sentry army and fly your phoenixes in from behind etc. The problem I have is if you can't confirm the zerg's third, how many void rays do you make before moving out?
On September 26 2011 21:49 ZeromuS wrote:Show nested quote +On September 26 2011 21:11 Geiko wrote:On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? How do you play against muta play like that on a map like nerazim? I feel the 3rd is so far away its hard to effectively split the army and defend each base easily. Should I be focused on having an army there while cannons warp in and then have less units when i get more cannons? Just delaying basically? Then I guess you can pressure back with warp prisms if they make it out? or DTs or something?
Usually you want some stalkers and cannons at each base/mineral line. Remember to get even more cannons if you plan on moving out because muta ling is pretty damn good at basetrading. To defend from a straight up push it is usually enough with a few HTs, cannons and stalkers. The storms will kill any lings or mutas trying to engage you.
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I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way.
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On September 27 2011 00:05 Mikelius wrote: I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way.
I really like going for gate-robo-gate, but not on maps with short rush distances.
This allows you to get really fast immortals, and you can eventually harass with an observer.
I only use it when I scout cross positions or if it's a big map like TDA, because if they pressure with a zealot/stalker, you die.
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On September 27 2011 01:07 mizU wrote:Show nested quote +On September 27 2011 00:05 Mikelius wrote: I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way. I really like going for gate-robo-gate, but not on maps with short rush distances. This allows you to get really fast immortals, and you can eventually harass with an observer. I only use it when I scout cross positions or if it's a big map like TDA, because if they pressure with a zealot/stalker, you die.
And do go for Colossus, a ton of immortals with blink or what?
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On September 27 2011 01:09 Mikelius wrote:Show nested quote +On September 27 2011 01:07 mizU wrote:On September 27 2011 00:05 Mikelius wrote: I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way. I really like going for gate-robo-gate, but not on maps with short rush distances. This allows you to get really fast immortals, and you can eventually harass with an observer. I only use it when I scout cross positions or if it's a big map like TDA, because if they pressure with a zealot/stalker, you die. And do go for Colossus, a ton of immortals with blink or what?
Do you like going blink? I like going for a mid-game timing, so I go for immortal+VR+zealots
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On September 27 2011 01:14 mizU wrote:Show nested quote +On September 27 2011 01:09 Mikelius wrote:On September 27 2011 01:07 mizU wrote:On September 27 2011 00:05 Mikelius wrote: I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way. I really like going for gate-robo-gate, but not on maps with short rush distances. This allows you to get really fast immortals, and you can eventually harass with an observer. I only use it when I scout cross positions or if it's a big map like TDA, because if they pressure with a zealot/stalker, you die. And do go for Colossus, a ton of immortals with blink or what? Do you like going blink? I like going for a mid-game timing, so I go for immortal+VR+zealots
2-1-1 build PvP?! Could you show me some replays please?
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On September 27 2011 01:23 Mikelius wrote:Show nested quote +On September 27 2011 01:14 mizU wrote:On September 27 2011 01:09 Mikelius wrote:On September 27 2011 01:07 mizU wrote:On September 27 2011 00:05 Mikelius wrote: I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way. I really like going for gate-robo-gate, but not on maps with short rush distances. This allows you to get really fast immortals, and you can eventually harass with an observer. I only use it when I scout cross positions or if it's a big map like TDA, because if they pressure with a zealot/stalker, you die. And do go for Colossus, a ton of immortals with blink or what? Do you like going blink? I like going for a mid-game timing, so I go for immortal+VR+zealots 2-1-1 build PvP?! Could you show me some replays please?
I'm working on it right now, especially with the new patch. After I feel comfortable with it and figure more things out, I'll be glad to show you some replays.
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+ Show Spoiler +On September 26 2011 21:11 Geiko wrote:Show nested quote +On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ?
Geiko I'm rather lost against mutas depending on my opening as well.
When opening forge expand into robo and scouting a three base roach/ling into 6 gas muta I feel very worried. I've tried two or even three stargate phoenix against this and it's completely laughable as a response.
I manage to win games quite easily if I scout the muta or even just extremely heavy gas before I've committed to any tech. Six or seven gate zealot/stalker pushes win for me at this point. I sim city my main, even going up to a full wall off to prevent ling runby.
For a longer game I have been seeing Protoss losing hard in GSL to muta/ling if you do not have a timing attack planned. I guess one key for me is assuring a proper zealot or ht or colossus count vs muta/ling also. Something has to shred the roach or ling ground army quickly so the stalker and ht can beat the muta ball. Assuring little to no damage from the mutas is extremely difficult for me as well.
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Hey, What do u guys do vs colossus timing pushes in PvP ? used it almost every game yesterday in a random tournament and never lost :/ and today it was my turn to get owned by it. Can't srsly find out how to beat it. Tried to expand and chrono colossus but he got more colossus anyway :/ and immortals is not a choice atm since he's using mass zealots
Maybe 3gate + robo / blink works against it? with hidden twilight and go for a baserace? one sentry to ff ramp to prevent probes to run away and hide 2 of your own probes on the map
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On September 26 2011 21:49 ZeromuS wrote:Show nested quote +On September 26 2011 21:11 Geiko wrote:On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? How do you play against muta play like that on a map like nerazim? I feel the 3rd is so far away its hard to effectively split the army and defend each base easily. Should I be focused on having an army there while cannons warp in and then have less units when i get more cannons? Just delaying basically? Then I guess you can pressure back with warp prisms if they make it out? or DTs or something?
The key is really to take your time. Don't rush to your third but secure it once you have a comfortable amount of stalkers. Sure the zerg is taking a lot of bases while you turtle but he is also spending all of his gas on units which won't be effective at all in a straight up fight. And once you have 2 or 3 storm templars at every base, his muta harass is basically over.
During that transition period, think of your cannons as seconds you are buying to bring your stalkers back to defend. Mutas can't effectively focus down probes when there are cannons in the mineral line. Every time he attacks, he'll lose 1 or 2 mutas while he's taking out your 2-3 cannons. And then another 1-2 muta to when you blink under them.
You'll find some hints of how to deal with mass muta harass in this day[9] daily : http://blip.tv/day9tv/day-9-daily-239-huk-vs-nestea-zvp-4651746 (I haven't rewatched it in full, some things might be a bit outdated but this is so you get the general idea)
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On September 26 2011 23:14 Latedi wrote:Show nested quote +On September 26 2011 21:11 Geiko wrote:On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? Yeah you make a stargate and start pressuring, then you throw down another one if you scout mutas. You have to start transitioning away from them efter a while though even if zerg doesn't. Zerg will most likely have more mutas than you have phoenixes after a while and it's better to get storm, also infestors will ruin your day if the zerg catches like 20 phoenixes. Phoenixes can be really good against infestors but it's all about who catches who first. Preferably you engage with some colossus stalker sentry army and fly your phoenixes in from behind etc. The problem I have is if you can't confirm the zerg's third, how many void rays do you make before moving out?
Oh so you're talking about a stargate opening, I thought you were talking about a reactive stargate when you scout or suspect mutas.
Regarding stargate openings, there are two schools of thought. The first is to open with a single voidray and immediately send him through the attack path (picking off overlords etc...) in order to scout for roach all ins and for the third and put slight pressure on the zerg while taking map control.
The second is to chrono out 3 void rays followed by a couple of phoenixes and head directly to the third (or main or natural on close air position maps) and try to do damage with the void rays. In this approach you want to conceal your stargate for as long as possible. I think this style has fallen out of fashion due to the 2 base infestor-ling style or 2 base hydra all-ins that have been developed which is a problem if you have been denied probe/zealot scout (that last statement is only from my ladder experience, I haven't been following the korean scene too much recently so I might be wrong).
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On September 27 2011 01:55 JonnyLaw wrote:+ Show Spoiler +On September 26 2011 21:11 Geiko wrote:Show nested quote +On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? Geiko I'm rather lost against mutas depending on my opening as well. When opening forge expand into robo and scouting a three base roach/ling into 6 gas muta I feel very worried. I've tried two or even three stargate phoenix against this and it's completely laughable as a response. I manage to win games quite easily if I scout the muta or even just extremely heavy gas before I've committed to any tech. Six or seven gate zealot/stalker pushes win for me at this point. I sim city my main, even going up to a full wall off to prevent ling runby. For a longer game I have been seeing Protoss losing hard in GSL to muta/ling if you do not have a timing attack planned. I guess one key for me is assuring a proper zealot or ht or colossus count vs muta/ling also. Something has to shred the roach or ling ground army quickly so the stalker and ht can beat the muta ball. Assuring little to no damage from the mutas is extremely difficult for me as well.
Your problem sounds rather complicated... The good unit composition vs ling roach mutas depends on the numbers of mutas etc. To be perfectly honest with you, I almost never encounter muta based compositions on the ladder so I don't have a definitive answer. Popular usage of mutas are - 2 base muta timing with a lot of spine crawlers for defense - Standard 3 base play with roaches and getting a spire for 6-8 muta harass - 2 base Roach/ling timing into 2/3 base mutas
Are you describing someone that goes for option 2 or option 3 ? IMO doing a mix of both (getting roaches + lings + mutas ) as what you are describing is sub optimal play as his muta harass will be too weak to pin you in your base, and his army will be too weak to fight you head on. If it is just light muta harass, you should get 2-3 cannons at every base, have a little more stalkers in your army composition and not change your game plan any further. If it is 3 base mutas then my answer to this (as described in the earlier posts) is to mass blink stalkers while you tech to storm templars and slowly take your third.
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On September 27 2011 02:58 Geiko wrote:Show nested quote +On September 26 2011 23:14 Latedi wrote:On September 26 2011 21:11 Geiko wrote:On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? Yeah you make a stargate and start pressuring, then you throw down another one if you scout mutas. You have to start transitioning away from them efter a while though even if zerg doesn't. Zerg will most likely have more mutas than you have phoenixes after a while and it's better to get storm, also infestors will ruin your day if the zerg catches like 20 phoenixes. Phoenixes can be really good against infestors but it's all about who catches who first. Preferably you engage with some colossus stalker sentry army and fly your phoenixes in from behind etc. The problem I have is if you can't confirm the zerg's third, how many void rays do you make before moving out? Oh so you're talking about a stargate opening, I thought you were talking about a reactive stargate when you scout or suspect mutas. Regarding stargate openings, there are two schools of thought. The first is to open with a single voidray and immediately send him through the attack path (picking off overlords etc...) in order to scout for roach all ins and for the third and put slight pressure on the zerg while taking map control. The second is to chrono out 3 void rays followed by a couple of phoenixes and head directly to the third (or main or natural on close air position maps) and try to do damage with the void rays. In this approach you want to conceal your stargate for as long as possible. I think this style has fallen out of fashion due to the 2 base infestor-ling style or 2 base hydra all-ins that have been developed which is a problem if you have been denied probe/zealot scout (that last statement is only from my ladder experience, I haven't been following the korean scene too much recently so I might be wrong).
I don't think you can do reactive stargate againsts a hard muta push. They are to easily picked off. I normally go stalkers and tutle up hard. I also rush armor upgrades along with attack. The muta does good damage against a basic stalker(9 vs 10), but the stalker scales up better with armor and GS, they can take them on.
I find the key is to keep calm and not push out. That is playing into the zerg's hand. The more mutas he gets, the better you are. On a long enough timeline, you will have an army he can't win a straight up fight with and you can clean the map. If he engages, he has to lose his entire army, re-max and then wipe you out. But if you go to early, he will overwhelm you.
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On September 27 2011 00:05 Mikelius wrote: I need some PvP help, since the new patch hit I feel a bit lost in the match up, before I usually went blink stalkers with moderate success, but now with the blink nerf and immortal buff I'm unsure as to what build to use and what transitions are open/viable, could anyone recommend some openers/builds that are relatively safe and encourage macro/normal play?
I'm mid level plat by the way.
If you haven't already, read this http://www.teamliquid.net/forum/viewmessage.php?topic_id=256711
Then for the mid game : http://www.teamliquid.net/forum/viewmessage.php?topic_id=249772 or http://www.teamliquid.net/forum/viewmessage.php?topic_id=249638
Second guide is a little bit affected by patch 1.4, Cecil might want to rethink some parts of it when the implications of the patch for the match up get figured out. First one should still work as the strategies described don't depend as much on blink timing.
On September 27 2011 03:16 Plansix wrote:Show nested quote +On September 27 2011 02:58 Geiko wrote:On September 26 2011 23:14 Latedi wrote:On September 26 2011 21:11 Geiko wrote:On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? Yeah you make a stargate and start pressuring, then you throw down another one if you scout mutas. You have to start transitioning away from them efter a while though even if zerg doesn't. Zerg will most likely have more mutas than you have phoenixes after a while and it's better to get storm, also infestors will ruin your day if the zerg catches like 20 phoenixes. Phoenixes can be really good against infestors but it's all about who catches who first. Preferably you engage with some colossus stalker sentry army and fly your phoenixes in from behind etc. The problem I have is if you can't confirm the zerg's third, how many void rays do you make before moving out? Oh so you're talking about a stargate opening, I thought you were talking about a reactive stargate when you scout or suspect mutas. Regarding stargate openings, there are two schools of thought. The first is to open with a single voidray and immediately send him through the attack path (picking off overlords etc...) in order to scout for roach all ins and for the third and put slight pressure on the zerg while taking map control. The second is to chrono out 3 void rays followed by a couple of phoenixes and head directly to the third (or main or natural on close air position maps) and try to do damage with the void rays. In this approach you want to conceal your stargate for as long as possible. I think this style has fallen out of fashion due to the 2 base infestor-ling style or 2 base hydra all-ins that have been developed which is a problem if you have been denied probe/zealot scout (that last statement is only from my ladder experience, I haven't been following the korean scene too much recently so I might be wrong). I don't think you can do reative stargate againsts a hard muta push. They are to easily picked off. I normally go stalkers and tutle up hard. I also rush armor upgrades along with attack. The muta does good damage against a basic stalker(9 vs 10), but the stalker scales up better with armor and GS, they can take them on. I find the key is to keep calm and not push out. That is playing into the zerg's hand. The more mutas he gets, the better you are. On a long enough timeline, you will have an army he can't win a straight up fight with and you can clean the map. If he engages, he has to lose his entire army, re-max and then wipe you out. But if you go to early, he will overwhelm you.
This is exactly my thought process.
Based on Latedi's formulation, I thought he had figured out a way to play reactive stargate which is why I was curious.
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Canada13389 Posts
On September 27 2011 03:16 Plansix wrote:Show nested quote +On September 27 2011 02:58 Geiko wrote:On September 26 2011 23:14 Latedi wrote:On September 26 2011 21:11 Geiko wrote:On September 26 2011 20:31 Latedi wrote:On September 26 2011 13:39 eugalp wrote: How aggressive should I be vs a zerg teching on 2 base? It seems that if he is going for quick mutas than its best to do some kind of timing push around 9min. However he could be teching to infestors (with mass infested terrans), in which case it appears to be better to turtle and tech to colossus or archon asap (please correct me if I'm wrong here). Obviously it is not that easy to scout exactly which tech building a zerg will put down after lair. Does anyone have any advice? (Assume I'm staring off with a FFE). There's really no way to scout before you have observers or hallucination out. So you have to pick an option. The safest is probably teching on 2 bases, you can be safe with any tech path as long as you have enough gateways. That's probably around 5-6 of them. The best way to scout is to count the number of spine crawlers, if you can scout that. Mutas are much more vulnerable to 6gate so he will have to get more spines if he wants to be safe. Obviously some players are going to play it risky and it's by no means a way to tell what he's doing for sure but If you see 8 spine crawlers you may want to get a twilight council or stargate before you get a robo. I usually deal with mutas with mass blink stalker play combined with cannons and turtling on 3 bases and eventually HT support. I'm curious about the stargate option to defend versus mutas. Even with the phoenix construction time buff, it seems you can never get enough phoenixes to have a good answer to the mutas. And even when you do get enough of them, they are extremely vulnerale to infestor play. I don't think I've seen a single pro game where protoss player successfully deals with mutas by making phoenixes. Anyone have any thoughts on this ? Yeah you make a stargate and start pressuring, then you throw down another one if you scout mutas. You have to start transitioning away from them efter a while though even if zerg doesn't. Zerg will most likely have more mutas than you have phoenixes after a while and it's better to get storm, also infestors will ruin your day if the zerg catches like 20 phoenixes. Phoenixes can be really good against infestors but it's all about who catches who first. Preferably you engage with some colossus stalker sentry army and fly your phoenixes in from behind etc. The problem I have is if you can't confirm the zerg's third, how many void rays do you make before moving out? Oh so you're talking about a stargate opening, I thought you were talking about a reactive stargate when you scout or suspect mutas. Regarding stargate openings, there are two schools of thought. The first is to open with a single voidray and immediately send him through the attack path (picking off overlords etc...) in order to scout for roach all ins and for the third and put slight pressure on the zerg while taking map control. The second is to chrono out 3 void rays followed by a couple of phoenixes and head directly to the third (or main or natural on close air position maps) and try to do damage with the void rays. In this approach you want to conceal your stargate for as long as possible. I think this style has fallen out of fashion due to the 2 base infestor-ling style or 2 base hydra all-ins that have been developed which is a problem if you have been denied probe/zealot scout (that last statement is only from my ladder experience, I haven't been following the korean scene too much recently so I might be wrong). I don't think you can do reactive stargate againsts a hard muta push. They are to easily picked off. I normally go stalkers and tutle up hard. I also rush armor upgrades along with attack. The muta does good damage against a basic stalker(9 vs 10), but the stalker scales up better with armor and GS, they can take them on. I find the key is to keep calm and not push out. That is playing into the zerg's hand. The more mutas he gets, the better you are. On a long enough timeline, you will have an army he can't win a straight up fight with and you can clean the map. If he engages, he has to lose his entire army, re-max and then wipe you out. But if you go to early, he will overwhelm you.
Hmmm, that makes sense. To hang back and try to max out. Should I try sneaking out DTs or warp prisms to deny extra bases if possible or should I hold onto my money and use it to make units/cannons?
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