On October 17 2011 13:03 Anihc wrote:
No one gets storm in PvP. Don't theorycraft.
No one gets storm in PvP. Don't theorycraft.
Maybe not common but it certainly happens. For example huk vs killer @ antiga shipyard vod(set 2)
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Jaeger
United States1150 Posts
On October 17 2011 13:03 Anihc wrote: Show nested quote + On October 17 2011 12:54 Contractor wrote: On October 17 2011 12:37 Trusty wrote: On October 17 2011 12:35 RedFoxOne wrote: On October 17 2011 12:28 Fubnub wrote: i think you can win games with mass gateway units when you have a huge eco lead (with blink and charge), but you really need colossi in late game, they are so strong against gateway units ! I agree. Apart from mass anti-air (which is not always cost-effective in PvP), there is very little (and by little I mean nothing) that can take down mass collossus. However, mass gates allows you to max out quicker and allows mobility. Can't I use that to keep my opponent in his base and prevent him from taking a third and maxing out? Or is a collossus deathball on two bases a viable strat? Mass voids. I have seen Hero do this in late game PvP, very strong. Phoenix is projectile based, and doesn't get bonus to void ray. Voidray is instant attack (like marine), so it has a big advantage in large numbers vs large numbers. Also voidrays can kill your base, phoenix can't do anything even if they win the fight. But then with mass voidrays late game you are very vulnerable to storm. No one gets storm in PvP. Don't theorycraft. Maybe not common but it certainly happens. For example huk vs killer @ antiga shipyard vod(set 2) | ||
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Jaeger
United States1150 Posts
I think it goes: rax marine techlab rax reaper concussive maruader I think it requires you to do a zealot probe poke before the zealot stalker poke and if you see only 1 marine keep your 2nd stalker in your main for the reaper. When the maruader comes out he'll have shells but I think you'll have a zealot stalker probe vs 2 marine and a maruader which you can probably win. But if it becomes common to engage then they might keep the reaper back and they'll surely win that fight so maybe it's best to just turn around before the marauder comes out? | ||
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prinzpeter
2 Posts
i wasn't playing for like 6 month so i have quite some problems with the new style of play in the different match ups. i figured out the common builds in pvp ( not a lot of changes here except for 4gate) and pvz lately, but i'm struggling against terran. i often face a 3rax fast expansion ( cc built inside of the base). even though im going for a gate robo gate build, my observer obviously comes out to late to scout it in time and arrives at the terran base, when the orbial command is about to fly to the natural or is alredy running. i'm ahead in tech but doing an immortal or colossus timing attack does not work imo, if the terran builds enough bunkers. if scoutet, he can also lift the orbital up and turtle in his base, while having an economical advantage anyway through the mules. counter expanding is probably even worse, because i will get steamrolled by masses of marines / marauders with stim before i catch up in income. so am i just playing wrong or is there any other way to counter such a fast expansion? i've also been playing against terrans with mech unit compositions of hellions, thors and tanks. the standard protoss unit composition ( zealot, colossi, some sentries and stalkers) is countered by that and is wothout any change if both armies reach 200 supply. So is the best way to counter such a strategy with the typical ,,abuse immobility'' style ( warp-prism harass, counter attacks etc.) or any specific unit composition different from zealot / stalker / colossi? i thought about going air myself ( voids / carriers) but this seems to be weak against mid game attacks with one or two thors or something, while i do not have my techswitch finished. thanks in advance ![]() | ||
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Jaeger
United States1150 Posts
On October 18 2011 13:26 prinzpeter wrote: i often face a 3rax fast expansion ( cc built inside of the base). even though im going for a gate robo gate build, my observer obviously comes out to late to scout it in time and arrives at the terran base, when the orbial command is about to fly to the natural or is alredy running. i'm ahead in tech but doing an immortal or colossus timing attack does not work imo, if the terran builds enough bunkers. if scoutet, he can also lift the orbital up and turtle in his base, while having an economical advantage anyway through the mules. counter expanding is probably even worse, because i will get steamrolled by masses of marines / marauders with stim before i catch up in income. so am i just playing wrong or is there any other way to counter such a fast expansion? For the most part the current trend is to open 1gate expand against terran, using varying levels of greediness depending on what you scout to stay even or ahead. But generally you'll be fine with a 1gate core fe and you can worry about the greed when you start losing in macro games when you're not making obvious mistakes. These are a little dated now but still basically correct. MC vs Puma IEM Cologne Game 1 [vod][replay] MC vs Ryung GSTL Game 6 [vod] On October 18 2011 13:26 prinzpeter wrote: i've also been playing against terrans with mech unit compositions of hellions, thors and tanks. the standard protoss unit composition ( zealot, colossi, some sentries and stalkers) is countered by that and is wothout any change if both armies reach 200 supply. So is the best way to counter such a strategy with the typical ,,abuse immobility'' style ( warp-prism harass, counter attacks etc.) or any specific unit composition different from zealot / stalker / colossi? i thought about going air myself ( voids / carriers) but this seems to be weak against mid game attacks with one or two thors or something, while i do not have my techswitch finished. If you haven't played in 6 months you should be loving the newly buffed immortal (6 range now). I don't see it too often but generally I try to stick around chargelot immortal storm and stay at least one base ahead in expansions while trading armies inefficiently to prevent or delay that 200 supply mech army for as long as possible using pylon walls and cannons to block hellion raids on expansions. I'm not sure that there is a clear best style against mech at the moment, it just isn't explored enough at the highest levels yet as far as i know. At least for now you probably just need to find something you like and refine it against mech. Others might have better advice ![]() | ||
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Latedi
Sweden1027 Posts
On October 18 2011 13:17 Jaeger wrote: How are people dealing with the early pressure from TheSTC style 2rax expand when going zealot stalker stalker 30 nexus? I think it goes: rax marine techlab rax reaper concussive maruader I think it requires you to do a zealot probe poke before the zealot stalker poke and if you see only 1 marine keep your 2nd stalker in your main for the reaper. When the maruader comes out he'll have shells but I think you'll have a zealot stalker probe vs 2 marine and a maruader which you can probably win. But if it becomes common to engage then they might keep the reaper back and they'll surely win that fight so maybe it's best to just turn around before the marauder comes out? You don't need to worry too much because it's basically a weaker version of a 2rax. This builds gets no reactored marines and a reaper take a lot of time to build. I think you are fine if you throw down 2 more gates fast. | ||
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Latedi
Sweden1027 Posts
On October 18 2011 14:06 Jaeger wrote: Show nested quote + On October 18 2011 13:26 prinzpeter wrote: i often face a 3rax fast expansion ( cc built inside of the base). even though im going for a gate robo gate build, my observer obviously comes out to late to scout it in time and arrives at the terran base, when the orbial command is about to fly to the natural or is alredy running. i'm ahead in tech but doing an immortal or colossus timing attack does not work imo, if the terran builds enough bunkers. if scoutet, he can also lift the orbital up and turtle in his base, while having an economical advantage anyway through the mules. counter expanding is probably even worse, because i will get steamrolled by masses of marines / marauders with stim before i catch up in income. so am i just playing wrong or is there any other way to counter such a fast expansion? For the most part the current trend is to open 1gate expand against terran, using varying levels of greediness depending on what you scout to stay even or ahead. But generally you'll be fine with a 1gate core fe and you can worry about the greed when you start losing in macro games when you're not making obvious mistakes. These are a little dated now but still basically correct. MC vs Puma IEM Cologne Game 1 [vod][replay] MC vs Ryung GSTL Game 6 [vod] Show nested quote + On October 18 2011 13:26 prinzpeter wrote: i've also been playing against terrans with mech unit compositions of hellions, thors and tanks. the standard protoss unit composition ( zealot, colossi, some sentries and stalkers) is countered by that and is wothout any change if both armies reach 200 supply. So is the best way to counter such a strategy with the typical ,,abuse immobility'' style ( warp-prism harass, counter attacks etc.) or any specific unit composition different from zealot / stalker / colossi? i thought about going air myself ( voids / carriers) but this seems to be weak against mid game attacks with one or two thors or something, while i do not have my techswitch finished. If you haven't played in 6 months you should be loving the newly buffed immortal (6 range now). I don't see it too often but generally I try to stick around chargelot immortal storm and stay at least one base ahead in expansions while trading armies inefficiently to prevent or delay that 200 supply mech army for as long as possible using pylon walls and cannons to block hellion raids on expansions. I'm not sure that there is a clear best style against mech at the moment, it just isn't explored enough at the highest levels yet as far as i know. At least for now you probably just need to find something you like and refine it against mech. Others might have better advice ![]() About the mech part: You must never let him max out on some crazy army so you can't play standard. I suggest you expand a LOT while defending hellion drops with cannons if needed. The best midgame in my opinion is blink stalker colossus. With this unit composition you can easily get into his base with your whole army and raze some production facilities. Then you can get out again and harass somewhere else. Then for an actual engagement you probably can't trade efficiently even if you have some archon/immortal/colossus army. Your best bet should be to go air with a ton of voidrays and carriers to deal with vikings. This is only what I have been doing though and it has worked for me so far. I pretty much agree with Jeager's statements but seriously, don't get storm :p | ||
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DropTester
Australia608 Posts
There is a mass of banelings in overlords by the 15min mark and a swarm of lings and banelings just pours onto my army. I don't seem to be able to match his army count, or keep up with his economy. While not performing anything out of the ordinary it seems hard to punish such a build. I've uploaded some replays on the build mentioned and what do people think is the best way to deal with this? Also what would be the best way to deal with baneling drops in mineral lines? http://drop.sc/45391 http://drop.sc/45390 http://drop.sc/45389 | ||
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Darkness2k11
Chile313 Posts
On October 18 2011 20:58 DropTester wrote: Could some high level players please advise me on what the best way of dealing with heavy ling baneling aggression is? There is a mass of banelings in overlords by the 15min mark and a swarm of lings and banelings just pours onto my army. I don't seem to be able to match his army count, or keep up with his economy. While not performing anything out of the ordinary it seems hard to punish such a build. I've uploaded some replays on the build mentioned and what do people think is the best way to deal with this? Also what would be the best way to deal with baneling drops in mineral lines? http://drop.sc/45391 http://drop.sc/45390 http://drop.sc/45389 Okay so I'm watching the replays, in the first one (l13 mins in Shattered temple) you get supply blocked and stop probe production A LOT, and thats only in the first 6 minutes of the game, your first void ray is really late, and he is ahead by 10 workers or so, you saved up to almost 90 chrono boost energy before warp gate was done which I think isn't the best way to spend it, it seems to me that your biggest problem was executing the build and the lack of a transition (you need collosus, storm and/or archons to deal with lings/blings). In the 2nd rep (18 mins) you went 3 gate sentry, expoed, then decided that you wanted to push with 4 gates but then didn't push in at all, you could have done a lot of damage with that push, you forced a lot of crawlers and he stopped making drones for a while. by the 14 minute mark he has 60 workers vs your 40, your chrono boost energy gets way too high. Your robo was really late and you still don't have collosus or any upgrade. 3rd rep (20 mins), you go stargate, cancel it, go robo instead, forget upgrades, loose lots of probes and miss micro in the engagement. Basically, you have to work on pressing the E and the C keys more often (or w/e hotkey you use for making probes and chrono), you stop making probes all the time, and that makes your eco worse which makes your army smaller which turns into you loosing the game. You also forget chrono boosts way too often, it can make your collosus pop up twice as fast or making an upgrade reasearch last half the time it should so do not forget to use it!. Then, you have to work on refining your build, getting your tech up earlier, start getting more upgrades earlier and faster, placing your army properly, making better walls and having better map awareness and a couple of cannons per mineral line so you don't get wrecked by baneling bombs and having good transitions. Hope this helped ^^ | ||
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Quochobao
United States350 Posts
On October 13 2011 23:51 QTIP. wrote: Show nested quote + On October 13 2011 07:53 Quochobao wrote: On October 13 2011 02:05 QTIP. wrote: On October 13 2011 01:34 UmbeXCII wrote: On October 13 2011 01:32 Teoita wrote: On October 13 2011 01:23 UmbeXCII wrote: how do you seriously beat the 111? I usually open 2 gas 1 gate FE, fallowed by 2 more gates and a robo but even though i know a 111 is coming i don't know how i'm really supposed to stop it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379 First result from searching "defending 1-1-1". The search function is your friend ![]() I searched "how to beat 111" and "111"...didn't think about "1-1-1" lol Thank you, hope it will help Let me know if you have any questions ^^ Sigh... I actually have questions about the 1-1-1. So am I supposed to keep 2 obs at home just to defend against banshee harass? It seems inevitable, but that's so... UNFAIR to build 2 obs and yet cannot afford to keep one at his base. What if he changes plan or something? >.< I just want to confirm... One goes to his base to scout the unit composition as well as time he moves out - and the other observer stays at home to defend against cloaked banshee. You should be able to deny excessive banshee harass with a single Observer at home. Just make sure you split your stalkers/sentries, so you will always have something to shoot it as soon as it is visible. What if he had two cloaked banshee, one attacking my main, one at natural? (It's not actually what if since I actually had this done to me, hence the question.) Also, would anyone please post a BO for 1 gate FE in PvZ? Many refer to it, yet I could not find a definitive build order. I guess the main questions are: - Nexus at how many supplies? Before or after 3rd pylon? - After Nexus and 3rd pylon, add forge or gates? How many gates? - Is it only safe against hatch first, or can be defended against 14 pool as well? Many thanks! | ||
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monk
United States8476 Posts
On October 19 2011 07:46 Quochobao wrote: Show nested quote + On October 13 2011 23:51 QTIP. wrote: On October 13 2011 07:53 Quochobao wrote: On October 13 2011 02:05 QTIP. wrote: On October 13 2011 01:34 UmbeXCII wrote: On October 13 2011 01:32 Teoita wrote: On October 13 2011 01:23 UmbeXCII wrote: how do you seriously beat the 111? I usually open 2 gas 1 gate FE, fallowed by 2 more gates and a robo but even though i know a 111 is coming i don't know how i'm really supposed to stop it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379 First result from searching "defending 1-1-1". The search function is your friend ![]() I searched "how to beat 111" and "111"...didn't think about "1-1-1" lol Thank you, hope it will help Let me know if you have any questions ^^ Sigh... I actually have questions about the 1-1-1. So am I supposed to keep 2 obs at home just to defend against banshee harass? It seems inevitable, but that's so... UNFAIR to build 2 obs and yet cannot afford to keep one at his base. What if he changes plan or something? >.< I just want to confirm... One goes to his base to scout the unit composition as well as time he moves out - and the other observer stays at home to defend against cloaked banshee. You should be able to deny excessive banshee harass with a single Observer at home. Just make sure you split your stalkers/sentries, so you will always have something to shoot it as soon as it is visible. What if he had two cloaked banshee, one attacking my main, one at natural? (It's not actually what if since I actually had this done to me, hence the question.) Also, would anyone please post a BO for 1 gate FE in PvZ? Many refer to it, yet I could not find a definitive build order. I guess the main questions are: - Nexus at how many supplies? Before or after 3rd pylon? - After Nexus and 3rd pylon, add forge or gates? How many gates? - Is it only safe against hatch first, or can be defended against 14 pool as well? Many thanks! As soon as you see cloak, chrono out a 3rd observer. Also, when your first observer gets to his base, you can check his tech lab on his starport to see if it's blinking and check his tank count to get a hint of if he is going to have cloak. | ||
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DropTester
Australia608 Posts
On October 18 2011 23:35 Darkness2k11 wrote: Show nested quote + On October 18 2011 20:58 DropTester wrote: Could some high level players please advise me on what the best way of dealing with heavy ling baneling aggression is? There is a mass of banelings in overlords by the 15min mark and a swarm of lings and banelings just pours onto my army. I don't seem to be able to match his army count, or keep up with his economy. While not performing anything out of the ordinary it seems hard to punish such a build. I've uploaded some replays on the build mentioned and what do people think is the best way to deal with this? Also what would be the best way to deal with baneling drops in mineral lines? http://drop.sc/45391 http://drop.sc/45390 http://drop.sc/45389 Okay so I'm watching the replays, in the first one (l13 mins in Shattered temple) you get supply blocked and stop probe production A LOT, and thats only in the first 6 minutes of the game, your first void ray is really late, and he is ahead by 10 workers or so, you saved up to almost 90 chrono boost energy before warp gate was done which I think isn't the best way to spend it, it seems to me that your biggest problem was executing the build and the lack of a transition (you need collosus, storm and/or archons to deal with lings/blings). In the 2nd rep (18 mins) you went 3 gate sentry, expoed, then decided that you wanted to push with 4 gates but then didn't push in at all, you could have done a lot of damage with that push, you forced a lot of crawlers and he stopped making drones for a while. by the 14 minute mark he has 60 workers vs your 40, your chrono boost energy gets way too high. Your robo was really late and you still don't have collosus or any upgrade. 3rd rep (20 mins), you go stargate, cancel it, go robo instead, forget upgrades, loose lots of probes and miss micro in the engagement. Basically, you have to work on pressing the E and the C keys more often (or w/e hotkey you use for making probes and chrono), you stop making probes all the time, and that makes your eco worse which makes your army smaller which turns into you loosing the game. You also forget chrono boosts way too often, it can make your collosus pop up twice as fast or making an upgrade reasearch last half the time it should so do not forget to use it!. Then, you have to work on refining your build, getting your tech up earlier, start getting more upgrades earlier and faster, placing your army properly, making better walls and having better map awareness and a couple of cannons per mineral line so you don't get wrecked by baneling bombs and having good transitions. Hope this helped ^^ Do you have some example PvZ replays, or reference to pro replays, to learn off? Just coming back after a period of inactivity and I feel like I'm behind and I don't really have a gameplan in mind? | ||
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leperphilliac
United States399 Posts
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Icky
Denmark95 Posts
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monk
United States8476 Posts
On October 19 2011 17:08 Icky wrote: I just started up playing again after a really long time away from the game. I'm Bronze, Protoss, and doing okay. My main problem is that I really don't have stable army compositions against the other races. I always just open 3gate expo into +1 6/gate push at around 11 mins with a mainly stalker army. What's your question? | ||
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Icky
Denmark95 Posts
On October 19 2011 17:08 Icky wrote:My main problem is that I really don't have stable army compositions against the other races. This, it just didn't have a question mark. | ||
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prom1se
Canada35 Posts
On October 19 2011 17:08 Icky wrote: I just started up playing again after a really long time away from the game. I'm Bronze, Protoss, and doing okay. My main problem is that I really don't have stable army compositions against the other races. I always just open 3gate expo into +1 6/gate push at around 11 mins with a mainly stalker army. In my experience I was able to use mass blink stalkers in every match up through bronze and into platinum. In platinum I switched into making the standard colossi/blink stalker death ball with fast double forge it works quite well and gives a strong army composition that is viable against almost anything. Honestly though, I wouldnt over think the units too much. | ||
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mk.reptile
Germany18 Posts
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rEalGuapo
Germany832 Posts
On October 19 2011 17:27 Icky wrote: Show nested quote + On October 19 2011 17:08 Icky wrote:My main problem is that I really don't have stable army compositions against the other races. This, it just didn't have a question mark. 2 Things: First, what is your goal? If you want to really improve, go for something gateway heavy and Immortal/Colossi every game. (the reason being that it is really simple and does not require any sort of specific engagement tactics, a lot of harras early on or something like that; leaving you with a free mind to focus on basics) Leading to Second, Work on your Macro i.e. not having idle Nexi not getting supply blocked, always having production buildings producing. _______________________ If you just want to have some fun and play the game, here is what I find works quite well: really strong vs Zerg is Archon BlinkStalker Immortal Chargelot + Templar/Colossi if he gets a TON of Mutas or lots of Hydras vs Terran Bio: Chargelots!!! Upgrades, a few Sentries and Storm/Colossi vs Mass Tanks/Mech: Immortals Chargelots Blink Stalker and no armor upgrades. Those are all compositions you won't be able to afford off of one base btw. PvP: Colossi ![]() P.S: I know you are propably sick and tired of "work on your macro". You could also just expermient with units you don't use often, propably DTs Archons and Air. GL | ||
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rEalGuapo
Germany832 Posts
On October 19 2011 17:36 mk.reptile wrote: Hi, what is the Counter for Mass Collosi (4-5) in PvP, when both players are on 1 Base? I feel like immortals dont do so well, because good forcefields put them out of position. Getting 6 Colossi. ![]() Or you could go for Void Rays, a handfull of those can destroy the colossi quite fast since he won't have that many Stalkers going for mass colossi. Also you could get lots of Immortals and one colossus to break his forcefields if you feel like Immortals are the way to go(just mentioning cuz you mention Immortals failing due to forcefields) Do Hallucinated Colossi still break Forcefields?? | ||
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rEalGuapo
Germany832 Posts
On October 19 2011 16:39 leperphilliac wrote: I'm on 4 base, zerg's on 5-6, I have templar/stalker composition with a huge gateway count and then he goes infestor/broodlord. What do I do? Carriers? Nothing standard seems to work when I throw stuff at them... it's up to the point where I never try and go more than 15 minutes into a game against a zerg. Does anybody have any games where they beat this composition? Help would be greatly appreciated. I find it really important to keep a observer close to his army vs broodlords since they have a huge range. you can then either try to kill off any infestors so that you can blink in with all you stalkers and target the Bloodords down, or go for: Either Void Rays (A ton since he will have corruptors) Or you get a Mothership to assure that your Archons get in range of the Broodlords via Vortex. Also Storm is quite good vs Broodlords. And you can abuse the lack of mobility, warp in 6-8 zealots at his main via Warp Prism and at his latest expansion via WP/Forward pylon at the same time to assure he cannot remax on the units he wants (by sniping a tech building and restricting his income) Oh and you should have something like 3-2 or 3-3-1 when Z gets to have Broodlords. | ||
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