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On October 04 2011 00:09 mizU wrote:Show nested quote +On October 03 2011 20:26 mizU wrote:On October 02 2011 13:35 Oreo7 wrote:On October 02 2011 09:57 Lightspeaker wrote:On October 02 2011 08:32 Oreo7 wrote:On October 02 2011 05:18 Lightspeaker wrote:On October 02 2011 04:20 aZealot wrote: Is 4 Gate still viable in PvP with patch 1.4? Or should I be focussing on some kind of Robo based build? Like a 3 Gate Robo with a Gate/Robo/Gate/Gate? I can't think of any decisive reason why not based on the patch notes. Although the improved immortal range might hurt if he goes super-fast immortals while you're building stalkers. As a caveat to that, however, from what I can tell (at least down in my league) defensive three-gates are gradually becoming more popular and they can shut down four-gates pretty handily whilst also transitioning well. Then again, "focussing" on four-gating seems a bit risky to me. Its not exactly a build you can rely on. The ramp vision change makes 4gates total coin flips. If your opponent makes 2 sentries against a 4gate, the 4gate will lose. So yes, I think some builds involving a robo are safest. I'm not quite sure how to play a safe pvp, it seems very coin flippy. Thanks, forgot about the ramp vision change. That said, a couple of sentries were good for holding off rushes even before the patch. Either way 4-gate was risky before and its getting riskier over time; whether from patches or people just flat out learning counters. As far as "safe" PvP goes; personally I think his best bet is some kinda defensive 3-gate. Then transition to Blink or Robo. I think there are guides drifting around here somewhere. Something like this perhaps: http://wiki.teamliquid.net/starcraft2/Defensive_3_Gate_(vs._Protoss) Nah, people are 1gate expanding now, and you're sooo far behind if you 3gate and they 1gate expo. Or if someone straight techs to blink or robo etc. And no, you couldn't hold off a properly executed 4gate pre patch with sentries. 1gate nexus is viable in PvP now? It is possible but you have to make sure no early aggression is coming, and preferably make sure he doesn't scout it either. For example if you see no 3stalker rush or 4gate it should be pretty easy to 1gate FE. You will need to get 3 gates up asap, sometimes cannons for defense and then tech blink. Here's the link to the one I like the most, fake 4gate: http://www.teamliquid.net/forum/viewmessage.php?topic_id=259038
Thanks for the link... sounds SUPER ballsy, but I like it.
Yup pretty much It's all about scouting and mind games.
On October 04 2011 00:27 habermas wrote:Show nested quote +On October 03 2011 20:48 Latedi wrote:On October 03 2011 20:08 Teoita wrote:On October 03 2011 20:04 Latedi wrote:On October 03 2011 19:13 Teoita wrote:On October 03 2011 02:06 Latedi wrote:On October 02 2011 22:27 eYeball wrote: Hello!
What is the proper respone to 3 gate + stargate all-in pvp?
I was going for 3 gate + robotic, when I scouted he was chronoing phoenixes out I went ahead and expand plus dropped down twilight, 1 additional gateway and forge. He did some harass I lost a few probes then he moved out and I just couldn't hold. What do you want to do in this situation? My defense was like 3-4 cannons with 4-5 sentries for all stalker/zealots and blink stalkers. I didn't find any sufficient way to deal with the phoenixes so that's why I am asking. Else it feels kind of like a build order loss. Yes you can't really produce any robo units against this strategy. Blink is good against harass but I feel like getting archons is the best way of dealing with it. Don't expand to fast either because you are still behind because of the robo and any units you produced out of it. After archons I usually get blink and charge on 2 bases to get a good gateway army. The more cheap units you have the less effective the phoenixes will be as they can only kill as much as they have energy, also they can't lift archons and archons does crazy damage if they clump up. This is not perfectly accurate information though because I don't have much experience against stargate. Just don't get too many stalkers, many players follow up the initial harass with an immortal push. Assuming you open 3gate robo blink, how would you get archons in time for that? I'm pretty sure that straight up 1base zealot/archon isn't a particularly good opener...could you please post a replay? Aah no I wouldn't get them on one base. It's all about the timing of the all in, usually it's pretty fast and in that situation you can't expand. Some players all in very late though, in which case it might be better to expand. The price of an expansion is 4 zealots basically, as well as an area which is harder to defend. 4 zealots won't matter much though if you have like 80 food and it will be more about positioning and micro. Also if you have enough blink stalkers you should be able to harass him, just don't get into a situation where your stalkers might be lift off until his army comes around. Rather stay on the other side of a cliff etc. Ah ok, you confused me there for a sec. I have only faced stargate allins like twice, once i kept all my stuff in my base to protect my probes and got steamrolled, the other i went for the basetrade and dt's saved my day. Never really tried blink harass since im afraid for my cute probies, how do you deal with that? Do you leave 3-4 stalkers at home? To behonest I try out new things most of the time against this kind of strategy because I don't face it very much either. What i defend with is usually cannons though as they cant be lift up by the phoenixes, same goes for archon. If you have 2 bases and a scout for pushes you can leave an archon in your main mineral line. If you are on one base you probably don't want to have more defense than 1 cannon unless he has a lot of phoenixes It might be safer to just turtle though because he should be able to kill off some of your stalkers if he's using his army in a smart way (read: not turtling). As long he has enough phoenixes to grab enough stalkers to lower the dps until he gets his army there it will be a problem for you, but if you have enough stalkers or know his army is far away somewhere it's possible to move out. In the end you might have to go for archons on one base if he keeps producing units on one base I think, not sure about this. On October 03 2011 20:26 mizU wrote:On October 02 2011 13:35 Oreo7 wrote:On October 02 2011 09:57 Lightspeaker wrote:On October 02 2011 08:32 Oreo7 wrote:On October 02 2011 05:18 Lightspeaker wrote:On October 02 2011 04:20 aZealot wrote: Is 4 Gate still viable in PvP with patch 1.4? Or should I be focussing on some kind of Robo based build? Like a 3 Gate Robo with a Gate/Robo/Gate/Gate? I can't think of any decisive reason why not based on the patch notes. Although the improved immortal range might hurt if he goes super-fast immortals while you're building stalkers. As a caveat to that, however, from what I can tell (at least down in my league) defensive three-gates are gradually becoming more popular and they can shut down four-gates pretty handily whilst also transitioning well. Then again, "focussing" on four-gating seems a bit risky to me. Its not exactly a build you can rely on. The ramp vision change makes 4gates total coin flips. If your opponent makes 2 sentries against a 4gate, the 4gate will lose. So yes, I think some builds involving a robo are safest. I'm not quite sure how to play a safe pvp, it seems very coin flippy. Thanks, forgot about the ramp vision change. That said, a couple of sentries were good for holding off rushes even before the patch. Either way 4-gate was risky before and its getting riskier over time; whether from patches or people just flat out learning counters. As far as "safe" PvP goes; personally I think his best bet is some kinda defensive 3-gate. Then transition to Blink or Robo. I think there are guides drifting around here somewhere. Something like this perhaps: http://wiki.teamliquid.net/starcraft2/Defensive_3_Gate_(vs._Protoss) Nah, people are 1gate expanding now, and you're sooo far behind if you 3gate and they 1gate expo. Or if someone straight techs to blink or robo etc. And no, you couldn't hold off a properly executed 4gate pre patch with sentries. 1gate nexus is viable in PvP now? It is possible but you have to make sure no early aggression is coming, and preferably make sure he doesn't scout it either. For example if you see no 3stalker rush or 4gate it should be pretty easy to 1gate FE. You will need to get 3 gates up asap, sometimes cannons for defense and then tech blink. Here's the link to the one I like the most, fake 4gate: http://www.teamliquid.net/forum/viewmessage.php?topic_id=259038 How is it possible to hold against blink all-in, which you can't scout before you put down the nexus?
This is an excerpt from the thread
"2. He blink rushes you. This is a tough fight and it's very micro/macro intensive. His stalkers are pretty much invincible from the virtue of blink. On Shakuras and Antigua, you will have a big advantage because he can't shoot you until he breaches the ramp. You do want stalkers, but zealots are very important as well. You want to keep his stalkers from shooting your stalkers for as long as possible. You need to hit every single WG on time during every fight while maintaining decent chronoboost on your gates. On the maps I did not mention, this is a VERY difficult fight. While you won't have blink when he gets it, you can still micro back your hurt stalkers because he can't offensively blink on top of you until he has pretty much already won.
You're going to want to transition into blink yourself, but be very careful. You don't want to take your 2nd gas too early or you won't have the mineral income to make enough units to stay alive."
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On October 03 2011 21:44 Brainiak wrote:Just played a really frustrating game against a terran. I was up in expansions, and played so I thought solid, but i really had to outmuscle him in the late game. Im kind of lost in lategame pvt. I play ht, chargelot, archon collossi, which i though was the ultimate army mix. But he just turteled, and in the fightst he just emped my whole army with mass ghosts , stimmed and a moved. Am i doing something wrong? http://drop.sc/40195 Can someone pls help me. Yes I know I bmed, but this is only because I didnt know what to do, he killed my armies with minimal effort. Is there something wrong with my way of playing pvt?
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On October 02 2011 08:32 Oreo7 wrote:Show nested quote +On October 02 2011 05:18 Lightspeaker wrote:On October 02 2011 04:20 aZealot wrote: Is 4 Gate still viable in PvP with patch 1.4? Or should I be focussing on some kind of Robo based build? Like a 3 Gate Robo with a Gate/Robo/Gate/Gate? I can't think of any decisive reason why not based on the patch notes. Although the improved immortal range might hurt if he goes super-fast immortals while you're building stalkers. As a caveat to that, however, from what I can tell (at least down in my league) defensive three-gates are gradually becoming more popular and they can shut down four-gates pretty handily whilst also transitioning well. Then again, "focussing" on four-gating seems a bit risky to me. Its not exactly a build you can rely on. The ramp vision change makes 4gates total coin flips. If your opponent makes 2 sentries against a 4gate, the 4gate will lose. So yes, I think some builds involving a robo are safest. I'm not quite sure how to play a safe pvp, it seems very coin flippy. You know people come in these forums and read stuff without posting, and take it for truth because they have no reference for anything. I was one of those people. So if you post things like this you're just teaching people incorrect information. I understand if you've had trouble or success with two sentries, but the statements "The ramp vision change makes 4gates total coin flips. If your opponent makes 2 sentries against a 4gate, the 4gate will lose." are stated as facts, when they are highly subjective. I actually disagree with both.
On October 02 2011 13:35 Oreo7 wrote:Show nested quote +On October 02 2011 09:57 Lightspeaker wrote:On October 02 2011 08:32 Oreo7 wrote:On October 02 2011 05:18 Lightspeaker wrote:On October 02 2011 04:20 aZealot wrote: Is 4 Gate still viable in PvP with patch 1.4? Or should I be focussing on some kind of Robo based build? Like a 3 Gate Robo with a Gate/Robo/Gate/Gate? I can't think of any decisive reason why not based on the patch notes. Although the improved immortal range might hurt if he goes super-fast immortals while you're building stalkers. As a caveat to that, however, from what I can tell (at least down in my league) defensive three-gates are gradually becoming more popular and they can shut down four-gates pretty handily whilst also transitioning well. Then again, "focussing" on four-gating seems a bit risky to me. Its not exactly a build you can rely on. The ramp vision change makes 4gates total coin flips. If your opponent makes 2 sentries against a 4gate, the 4gate will lose. So yes, I think some builds involving a robo are safest. I'm not quite sure how to play a safe pvp, it seems very coin flippy. Thanks, forgot about the ramp vision change. That said, a couple of sentries were good for holding off rushes even before the patch. Either way 4-gate was risky before and its getting riskier over time; whether from patches or people just flat out learning counters. As far as "safe" PvP goes; personally I think his best bet is some kinda defensive 3-gate. Then transition to Blink or Robo. I think there are guides drifting around here somewhere. Something like this perhaps: http://wiki.teamliquid.net/starcraft2/Defensive_3_Gate_(vs._Protoss) Nah, people are 1gate expanding now, and you're sooo far behind if you 3gate and they 1gate expo. Or if someone straight techs to blink or robo etc. And no, you couldn't hold off a properly executed 4gate pre patch with sentries. Again you need to say things in a better way. If you're uncertain, say so. If you're not, then you better know what you're talking about. As of now you're saying things as if you were certain, when they are incorrect. For instance you can kill someone with a 3 Gate if the opponent goes for a 1 Gate FE. You need to clarify what you're talking about, perhaps you need to say that a 3 Gate will die if it waits too long against a 1 Gate FE.
Also the statement "And no, you couldn't hold off a properly executed 4gate pre patch with sentries." is just wrong. Did you ever read my old Korean 3 Stalker Rush opening? That revolved around stopping a properly executed 4 Gate with a single Sentry. It worked too, hence it becoming to popular.
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I've been having a lot of trouble recently in PvZ and I feel it's mostly down to not feeling safe against what my opponent has made. I'm not usually too bad early game, but often I will be too scared to move out in fear that my opponent has made a big round of zerglings. This goes on into the mid-game as well, I always get the feeling that when I move out a group of speedling will run into my nat or 3rd an take out all my probes and/or nexus and even if I have good vision of the map, i'm then scared of infestors, I've convinced myself that it's an incredibly dangerous game to poke a player with infestors as one fungal can mean everything I poked with dies. The only unit composition I'm happy with dealing with at the moment is roach corruptor because that style doesn't really on counterattacks and lets me control engagements, as opposed to ultras, broodlords or fungal. I went from being reasonably happy with my PvZ to absolutely hopelessly losing every PvZ I play in just one day so it may just have been an off-day, but even so, I ask "How do you put 'safe' pressure on a Zerg without putting yourself in danger?"
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Hey, I'm a Platinum level protoss that has a high win rate against zerg, a 50% win rate against protoss, but I lose almost all of my terran games. I don't have an effective build, and I don't know when to attack. I tried watching oGsMC replays against STBomber, but I couldn't learn much from it: I ripped MC's build but, even though I keep probe production steady and my money low, I'm always massacred by marauders with slow. Any suggestions?
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On October 04 2011 09:05 LightSpectra wrote: Hey, I'm a Platinum level protoss that has a high win rate against zerg, a 50% win rate against protoss, but I lose almost all of my terran games. I don't have an effective build, and I don't know when to attack. I tried watching oGsMC replays against STBomber, but I couldn't learn much from it: I ripped MC's build but, even though I keep probe production steady and my money low, I'm always massacred by marauders with slow. Any suggestions?
It kinda depends on the map, and what the terran is doing.
A very broad statement would be that, if you're going zealot/archon mid-game, you want to try and keep 'trading' battles, to keep the bio ball from getting big. Zealot / Archon is great against mid-sized bio armies, even with a small (2) amount of ghosts.
If you're going collosus, you want to be a bit more turtle-y, let him bring the battle to you (at your level, your army is the one which will do well when it reaches critical mass).
Once again, very general (hard to be specific without replays), when you see him moving out for a medivac timing, and you're on chargelot/archon, you want to try and get a flank. Either have a proxy pylon, or keep a handful of zealots near your natural, so that its much easier for you to flank when he attacks.
If he finds your seperate group of zealots, bring your main force out to make the flank happen there.
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Can you recommend a specific build? I've been trying 2gate robo into expand but I'm always overwhelmed by MM before I can get any substantial amount of immortals or colossus out.
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On October 04 2011 09:39 LightSpectra wrote: Can you recommend a specific build? I've been trying 2gate robo into expand but I'm always overwhelmed by MM before I can get any substantial amount of immortals or colossus out.
2GR should be fine, I'd need to see some replays to see if you're dying to a specific timing. Most cases you're probably sacrificing gateway units for faster Collo, which is not good against 'standard' bio timings.
2 Base Marauder-heavy pushes are going to destroy you if you rush to collosus as soon as you've expanded (they stim-snipe the 1-2 collosus very easily)
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In PvZ, is there a good build order for 1 Gate FE that covers timings and things to be aware of when executing? I hear it being talked about a fair bit these days but havent seen any fully discussed build orders of it when I do a search (its mostly for PvT).
So wanted to know, what is the build order for 1GFE and also typical reactions to keep in mind (e.g. if you scout typical all-ins, close position spawns etc).
Sorry if it is already discussed somewhere, if so, please redirect me to read - thanks!
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What is the safest PvP build, I always 4gate, but it look lik it dont work anymore D=.
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On October 04 2011 10:46 TheLastHope wrote: What is the safest PvP build, I always 4gate, but it look lik it dont work anymore D=.
the absolute safest?
A defensive 3gate, then a robo. It is going to be behind vs alot of builds, but it's the one that can defend everything early.
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On October 04 2011 09:18 Trusty wrote:Show nested quote +On October 04 2011 09:05 LightSpectra wrote: Hey, I'm a Platinum level protoss that has a high win rate against zerg, a 50% win rate against protoss, but I lose almost all of my terran games. I don't have an effective build, and I don't know when to attack. I tried watching oGsMC replays against STBomber, but I couldn't learn much from it: I ripped MC's build but, even though I keep probe production steady and my money low, I'm always massacred by marauders with slow. Any suggestions? It kinda depends on the map, and what the terran is doing. A very broad statement would be that, if you're going zealot/archon mid-game, you want to try and keep 'trading' battles, to keep the bio ball from getting big. Zealot / Archon is great against mid-sized bio armies, even with a small (2) amount of ghosts. If you're going collosus, you want to be a bit more turtle-y, let him bring the battle to you (at your level, your army is the one which will do well when it reaches critical mass). Once again, very general (hard to be specific without replays), when you see him moving out for a medivac timing, and you're on chargelot/archon, you want to try and get a flank. Either have a proxy pylon, or keep a handful of zealots near your natural, so that its much easier for you to flank when he attacks. If he finds your seperate group of zealots, bring your main force out to make the flank happen there. Hmm I always thought that you could be more aggressive with a Colossus build, mainly because of your range. Also, depending in part on his scouting as well as other things, often you can get ranged Colossi before he has sufficient Vikings to deal with it. With Zealot/Archon, I feel like a terran can more easily defend and expand with PFs.
I was watching a few games between rsvp (Anich) and Hack (on Huskey's channel) and it occurred to me (or rather Day 9 pointed it out), that while Colossi are really good at defending Terran frontal attacks, they are fairly poor at dealing with drop harass. But what do I know.
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On October 04 2011 10:46 TheLastHope wrote: What is the safest PvP build, I always 4gate, but it look lik it dont work anymore D=.
It depends on what you scout.
It's not possible to have a 100% safe build, blind.
If you're looking for a build that can defend 4-gate, and transition nicely, look into 1-gate robo, and 3-gate robo.
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How do I properly wall off my natural on Typhoon Peeks with a 1 Gate FE against Zerg?
My wall seems to be an invitation for every Zerg to Roach Ling or Mass Ling pressure me. I either die to those instantly or they do enough damage that I pretty much lost anyways at that point. I prefer a Stargate instead of a Forge after the initial 3 Gates. High Diamond (EU+NA) if that matters.
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I need a replay to be analysed because I think my macro is terrible, as I am bronze. Although I did win this game, my minerals floated absurdly high.
Click this to download it
Also, is it a good idea to Hotkey buildings even if they will only be used once in the entire game? E.g. Robo facility for TE? I am trying to do the constant tapping of 456 to check up on timing but by doing so sometimes I delay pylons etc...
Lastly (sorry long post, hopefully some of these queries will be answered :3) My problematic matchup is PvZ, especially early zergling pressure. They sometimes get past my hold zealot and I have to pull probes off to deal with it. I lose probes and get all shaken up and usually lose the game. However, on the off-chance that I do survive the pressure, a protoss on 2 base is usually out-produced by a zerg on 3. My biggest nightmare and the reason I fear to ladder is to get surrounded by zerglings and roaches, all the while there are mutas at the back of my base. Almost all zerg players in bronze that I have met have an APM of over 100, while I am at a measly 90.
Please give a lowly bronze player some help.
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On October 04 2011 18:28 (kimi)YaSu wrote:I need a replay to be analysed because I think my macro is terrible, as I am bronze. Although I did win this game, my minerals floated absurdly high. Click this to download itAlso, is it a good idea to Hotkey buildings even if they will only be used once in the entire game? E.g. Robo facility for TE? I am trying to do the constant tapping of 456 to check up on timing but by doing so sometimes I delay pylons etc... Lastly (sorry long post, hopefully some of these queries will be answered :3) My problematic matchup is PvZ, especially early zergling pressure. They sometimes get past my hold zealot and I have to pull probes off to deal with it. I lose probes and get all shaken up and usually lose the game. However, on the off-chance that I do survive the pressure, a protoss on 2 base is usually out-produced by a zerg on 3. My biggest nightmare and the reason I fear to ladder is to get surrounded by zerglings and roaches, all the while there are mutas at the back of my base. Almost all zerg players in bronze that I have met have an APM of over 100, while I am at a measly 90. Please give a lowly bronze player some help. Firstly, welcome to TL! :D
I cannot currently analyze your replay, and this isn't really the thread to do a replay analysis in. I suggest that you take a look at the replay yourself, write down the general flow of what happened in the game, and write about what you think the deciding factors in your loss were. Then create a help thread (a thread starting with [H]) in SC2 Strategy. I can tell you in advance, though; if you are Bronze, your problems are going to be constant Probe production, constantly keeping your money low and never getting supply blocked. If you did those three things, you wouldn't be in Bronze any more.
Which buildings you hotkey is a preference thing, but I do like to have some buildings on a key just to see when they're finished building. I use 6 as my hotkey for tech and buildings that are under construction, so for example when I'm teching to Colossus, I can tap 6 every few seconds, and I'll know when my Bay is going to finish can adjust my production to have 300/200 in time and can start production immediately when the building completes. Once I've done that, though, I would remove the building from the hotkey again - the only buildings I keep on 6 permanently are my Forges.
If you are having problems with Zerglings getting into your base after you've already completed a walloff with a Zealot, then you need to practice walling off correctly. It is not possible for Zerglings to get into your base if your Zealot is standing in the right spot. The easiest way to test is to put your Zealot on hold position, then try to walk past him with a Probe - Probes have the same (I think) or very close to the same pathing radius as a Zergling, so if a Probe can't get through, you should be good. The easiest way to make sure your block is solid is to make your wall such that there's a hallway the Zealot can stand in, instead of just a single square where he has to stand - some maps let you make your Gateway such that there's a hallway between the side of the Gateway and the terrain.
And I wouldn't worry about APM - in Bronze, unless your APM is like 10, you're not losing because your opponent has better hand speed than you do. There are dozens of other things that you should be focusing on doing right, and when you start getting so that they are working automatically, the higher APM will start to come on its own.
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On October 04 2011 18:28 (kimi)YaSu wrote:I need a replay to be analysed because I think my macro is terrible, as I am bronze. Although I did win this game, my minerals floated absurdly high. Click this to download itAlso, is it a good idea to Hotkey buildings even if they will only be used once in the entire game? E.g. Robo facility for TE? I am trying to do the constant tapping of 456 to check up on timing but by doing so sometimes I delay pylons etc... Lastly (sorry long post, hopefully some of these queries will be answered :3) My problematic matchup is PvZ, especially early zergling pressure. They sometimes get past my hold zealot and I have to pull probes off to deal with it. I lose probes and get all shaken up and usually lose the game. However, on the off-chance that I do survive the pressure, a protoss on 2 base is usually out-produced by a zerg on 3. My biggest nightmare and the reason I fear to ladder is to get surrounded by zerglings and roaches, all the while there are mutas at the back of my base. Almost all zerg players in bronze that I have met have an APM of over 100, while I am at a measly 90. Please give a lowly bronze player some help.
I looked through the replay. Here are some things I noticed: - You should always start your first probe before sending your initial workers to the minerals. - Your first two chono boosts should immediatly go on the nexus after your first pylon is finished unless you have a good reason not to do it. - After your scouting probe dies early you recieve no scouting information until about the 9 minute mark. Use annother probe or your initial Zealot+Stalker to poke at his front to see the army composition and size. - You spend alot of chrono on WG research and invest alot in 3 early gates which you dont utilize to pressure him. This is a huge investment that delays your expo und weakens your probe count. In the first 10 Minutes of the game try to spend as much chrono on probes as you can without dieing. 2 Gate Robo is a better opening for lower level players because you will recieve early scouting information. This way you'll learn to react accordingly. - Your map vision is non existent. The opponent could stim into your natural any second and you wouldn't notice. Try to capture Xel'Naga Towers as much as possible. - Do never build 4 cannons blindly. Especially not when he has no starport and medivacs yet. - When you engage your macro slips totally. You do not build anything at all. - For simplification lets say: You cannot break a terrans front without colossus unless you're miles ahead. Until you reach Diamond or higher it is better to stay passive in PvT and macro your way to victory. Get a 3rd base, better tech and defend until you're maxed out.
It is indeed a good idea to hotkey any production building always in the same way. This way you'll develop a habbit of using those hotkeys instead of clicking on the buildings.
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On October 04 2011 07:33 Spammish wrote: I've been having a lot of trouble recently in PvZ and I feel it's mostly down to not feeling safe against what my opponent has made. I'm not usually too bad early game, but often I will be too scared to move out in fear that my opponent has made a big round of zerglings. This goes on into the mid-game as well, I always get the feeling that when I move out a group of speedling will run into my nat or 3rd an take out all my probes and/or nexus and even if I have good vision of the map, i'm then scared of infestors, I've convinced myself that it's an incredibly dangerous game to poke a player with infestors as one fungal can mean everything I poked with dies. The only unit composition I'm happy with dealing with at the moment is roach corruptor because that style doesn't really on counterattacks and lets me control engagements, as opposed to ultras, broodlords or fungal. I went from being reasonably happy with my PvZ to absolutely hopelessly losing every PvZ I play in just one day so it may just have been an off-day, but even so, I ask "How do you put 'safe' pressure on a Zerg without putting yourself in danger?"
When you move out make sure you have cannons in your natural and third. It's also a good idea to have a wall at tha natural where you leave a 1 square hole where you can block with a zealot. If you have a wall, blocking the hole with a zealot and 1-2 cannons, zerglings basically can't do anything. The third might be harder to wall but at this point you should have enough money to put down some cannons. Say you have 4 cannons at your third and 30 speedlings counter, the cannons will give you time to warp in zealots while killing zerglings as well.
Poking a zerg is quite risky though, when you move out with a 3gate pressure expand, make sure you are not over extending yourself because losing your sentries here means you lose. Personally I like to get a round of units which are not sentries to help fend off large amounts of lings but it should be doable with good forcefields if you play it safe. If you are pressuring a zerg that has infestors, make sure you know where they are and run if they are trying to fungal you. For example you can make a hallucinated phoenix or observer follow the infestors around, that way you know where they are. If you want to get closer to the infestors I suggest using blink stalkers, you can pick off something pretty quickly if you have enough of them and then blink away before the infestors can fungal you.
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hey guys i m a silver league protoss in SEA and i m having trouble wif PvTs..here are the 2 replays of me vs-ing T, i JUST realise 4g doesnt really go well against T..-.- and in one of these games i might have executed the 3grobo wrongly...hmm mind enlightening me on tt?
http://drop.sc/40567 http://drop.sc/40568
greatly appreciate tl members' help
sc2 ftw
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