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[G] kcdc's PvT - Page 4

Forum Index > StarCraft 2 Strategy
Post a Reply
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_NIx_
Profile Joined June 2011
United States49 Posts
April 11 2012 21:01 GMT
#61
what 9 units do you want to have vs. 2rax?
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 11 2012 21:26 GMT
#62
On April 12 2012 06:01 _NIx_ wrote:
what 9 units do you want to have vs. 2rax?


1 sentry, 3 zealots 5 stalkers will reflect it very easily.
A-move into it, pop guardian shield and focus the stalkers on the marauders.
In general in PvT a mostly stalker army with just a few zealots for soaking damage is best for stopping attacks without stim. For attacks with stim you need more sentries to trap them and thus want more zealots as well which are good when T is trapped, a bit lackluster otherwise.

The nice thing is that the gas usage of pure stalkers or zealot/sentry is equal so you can warp in what you need depending on what's coming, if they aren't pushing quickly go with the sentries to prepare for later stim timings, if they are pushing go with the stalkers.
_NIx_
Profile Joined June 2011
United States49 Posts
April 12 2012 00:52 GMT
#63
On April 12 2012 06:26 Markwerf wrote:
Show nested quote +
On April 12 2012 06:01 _NIx_ wrote:
what 9 units do you want to have vs. 2rax?


1 sentry, 3 zealots 5 stalkers will reflect it very easily.
A-move into it, pop guardian shield and focus the stalkers on the marauders.
In general in PvT a mostly stalker army with just a few zealots for soaking damage is best for stopping attacks without stim. For attacks with stim you need more sentries to trap them and thus want more zealots as well which are good when T is trapped, a bit lackluster otherwise.

The nice thing is that the gas usage of pure stalkers or zealot/sentry is equal so you can warp in what you need depending on what's coming, if they aren't pushing quickly go with the sentries to prepare for later stim timings, if they are pushing go with the stalkers.


Thank you! I was having some problems against early pressure with this build. ♥
spawnferkel
Profile Blog Joined May 2010
Germany87 Posts
April 17 2012 21:26 GMT
#64
what would be a good reaction against CC first,

i guess i have to do some sort of aggression
recklessfire
Profile Joined September 2010
United States373 Posts
April 17 2012 21:37 GMT
#65
On April 18 2012 06:26 spawnferkel wrote:
what would be a good reaction against CC first,

i guess i have to do some sort of aggression


you can pressure with the initial zealot stalker probe and you can chrono out stalkers if your able to deny the bunker, so that you can deny the expansion altogether.
tar
Profile Joined October 2010
Germany991 Posts
Last Edited: 2012-04-18 08:28:01
April 18 2012 07:11 GMT
#66
huge thanks for yet another great guide. Tl and Protoss needs more dedicated community ppl like you!

(edit: I feel it would be disrespectful not to include a thanks to cecil, monk, alej who really helped protoss-TLers a lot imho)
whoever I pick for my anti team turns gosu
Djxinator
Profile Joined April 2012
United Kingdom14 Posts
April 18 2012 12:23 GMT
#67
Thanks for the guide, I've been having issues with Terran 1 base play when I go FE, I couldnt get enough units to fend off the timing push. If they went FE I'd crush them (I think my macro is a lot better than it should be in EU Bronze), but if they play 1 base I'd lose (Lack of micro and generally I had sweet fa before 7 Minutes, cause I love to overprobe >.<)
24 Blink Stalkers > 10 Ultralisks - Chokes are fun.
Treehead
Profile Blog Joined November 2010
999 Posts
April 18 2012 13:47 GMT
#68
One question: I notice that in your gasless expand reaction you don't get a Robo until something like 11 minutes.

This is well after some kind of 2-base 1-1-1 (a 2-2-2, if you will) or any other builds wanting banshees will have cloak. Are you scouting for some sign of this? Or do you generally have cannons around your mineral line at this point anyway?
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-04-19 17:02:40
April 19 2012 17:02 GMT
#69
On April 18 2012 22:47 Treehead wrote:
One question: I notice that in your gasless expand reaction you don't get a Robo until something like 11 minutes.

This is well after some kind of 2-base 1-1-1 (a 2-2-2, if you will) or any other builds wanting banshees will have cloak. Are you scouting for some sign of this? Or do you generally have cannons around your mineral line at this point anyway?


A combination of scouting and metagaming. Poke the stalker up to check T's front at about 7:30. Usually, you'll be able to pull your stalker away for free. If you see 2+ bunkers, no marauders and an unimpressive marine count, he's probably going 2-base banshee, but it's also possible that he's going triple orbital with fast upgrades. I recommend getting a robo here, but if you feel like you have a read on your opponent and know he likes to be macro-greedy, you could roll the dice and skip the robo anyway.

If there's a marauder, it's very unlikely that he's getting cloaked units any time soon and delaying detection is a good gamble.
Nuclease
Profile Joined August 2011
United States1049 Posts
April 19 2012 17:34 GMT
#70
My one gate expand has been struggling with early pressure lately. Thanks for this!
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
Treehead
Profile Blog Joined November 2010
999 Posts
April 19 2012 18:30 GMT
#71
On April 20 2012 02:02 kcdc wrote:
Show nested quote +
On April 18 2012 22:47 Treehead wrote:
One question: I notice that in your gasless expand reaction you don't get a Robo until something like 11 minutes.

This is well after some kind of 2-base 1-1-1 (a 2-2-2, if you will) or any other builds wanting banshees will have cloak. Are you scouting for some sign of this? Or do you generally have cannons around your mineral line at this point anyway?


A combination of scouting and metagaming. Poke the stalker up to check T's front at about 7:30. Usually, you'll be able to pull your stalker away for free. If you see 2+ bunkers, no marauders and an unimpressive marine count, he's probably going 2-base banshee, but it's also possible that he's going triple orbital with fast upgrades. I recommend getting a robo here, but if you feel like you have a read on your opponent and know he likes to be macro-greedy, you could roll the dice and skip the robo anyway.

If there's a marauder, it's very unlikely that he's getting cloaked units any time soon and delaying detection is a good gamble.


Makes perfect sense.

It just feels fragile to look at bio count at one point on the map and say "ah ha, he must not be getting a pre 12-minute banshee" without being able to see much. It's probably silly to think this way, because 99% of games you see either 1-1-1 or MMM(V/G), but still...
kcdc
Profile Blog Joined April 2010
United States2311 Posts
April 19 2012 21:20 GMT
#72
On April 20 2012 03:30 Treehead wrote:
Show nested quote +
On April 20 2012 02:02 kcdc wrote:
On April 18 2012 22:47 Treehead wrote:
One question: I notice that in your gasless expand reaction you don't get a Robo until something like 11 minutes.

This is well after some kind of 2-base 1-1-1 (a 2-2-2, if you will) or any other builds wanting banshees will have cloak. Are you scouting for some sign of this? Or do you generally have cannons around your mineral line at this point anyway?


A combination of scouting and metagaming. Poke the stalker up to check T's front at about 7:30. Usually, you'll be able to pull your stalker away for free. If you see 2+ bunkers, no marauders and an unimpressive marine count, he's probably going 2-base banshee, but it's also possible that he's going triple orbital with fast upgrades. I recommend getting a robo here, but if you feel like you have a read on your opponent and know he likes to be macro-greedy, you could roll the dice and skip the robo anyway.

If there's a marauder, it's very unlikely that he's getting cloaked units any time soon and delaying detection is a good gamble.


Makes perfect sense.

It just feels fragile to look at bio count at one point on the map and say "ah ha, he must not be getting a pre 12-minute banshee" without being able to see much. It's probably silly to think this way, because 99% of games you see either 1-1-1 or MMM(V/G), but still...


You can get the robo and obs earlier if you want, but my experience is that there's not an extra 225/175 available in the build without substantially tweaking things around. The idea is that you have just enough stuff to survive until storm, and you get storm just in time to defend medivac timings without producing many stalkers or researching blink.

You can try moving stuff around, but if you spend 175 gas on getting an obs, your storm will be later which will mean you'll need stalkers which will mean you'll want blink which will mean you'll have less stuff which will mean your expansion is slower, etc etc.

I don't think I've ever played or seen a game against gasless expand where a T showed a marauder before 8 minutes and got cloaked banshees before 12 minutes. I'm not sure it'd even be that good as a metagame counter to my build since building marauders and researching conc shell, etc will allow you to have templar out before the banshees reach your base. If they walk in range of your templar before cloaking, you feedback and the harass is done. Or if you have a cannon, you feedback and the harass is done.

It's something to acknowledge as a technical possibility, but there's no reason to tweak your play against it until you lose to it at least once.
spawnferkel
Profile Blog Joined May 2010
Germany87 Posts
Last Edited: 2012-04-27 20:23:23
April 27 2012 20:22 GMT
#73
why dont you scout on 9/11 in 2 player maps so you can see his gas timings?

and if you scout after your third pylon on 2 player maps and he cc first you can't chrono your units fast enough to disturb him
kcdc
Profile Blog Joined April 2010
United States2311 Posts
April 27 2012 20:45 GMT
#74

why dont you scout on 9/11 in 2 player maps so you can see his gas timings?


Because scouting on 21 gives you a ton more minerals than scouting on 9 and knowing his gas timings doesn't give me any useful information. I make the same deviations off of a 21 scout that I would off of a 9 scout, but I have an extra ~150 minerals.


and if you scout after your third pylon on 2 player maps and he cc first you can't chrono your units fast enough to disturb him


Is that even a good thing to do? It just puts your expansion further behind.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
April 28 2012 14:29 GMT
#75
Which maps does this works best on? I have vetoed: Shakuras Plateu, Metalopolis and TA. But it should be fine on the rest of the maps, right? Was just thinking if it had any problem on let's say close position on Entombed Valley against aggressive Terrans?
Flying, sOs, free, Light, Soulkey & ZerO
LGDraMa
Profile Joined March 2012
6 Posts
May 04 2012 07:21 GMT
#76
Opening Build Order:

13 gate (3x chronoboost on probes at start)
15 gas
18 core (send scout on 4 player maps)
19 zealot
22 pylon (send scout on 2 player maps)
23 stalker and WG tech (3 chrono total on WG tech)
27 nexus (at 26 food, rally nexus to natural. The probe will reach the natural right on time)
28 gateway
28 sentry
31 pylon



how do you make a zealot at 19 if your capped at 18 supply assumining you went 9 pylon which isnt listed in the build order? i just wanna know when to make pylons in this build please ,
recklessfire
Profile Joined September 2010
United States373 Posts
May 04 2012 07:24 GMT
#77
On May 04 2012 16:21 LGDraMa wrote:
Show nested quote +
Opening Build Order:

13 gate (3x chronoboost on probes at start)
15 gas
18 core (send scout on 4 player maps)
19 zealot
22 pylon (send scout on 2 player maps)
23 stalker and WG tech (3 chrono total on WG tech)
27 nexus (at 26 food, rally nexus to natural. The probe will reach the natural right on time)
28 gateway
28 sentry
31 pylon



how do you make a zealot at 19 if your capped at 18 supply assumining you went 9 pylon which isnt listed in the build order? i just wanna know when to make pylons in this build please ,


he missed a pylon timing at 16 or 17 i think. If you dont queue up probes, you should have 100 free minerals w/o probe cutting between the first gas and core timing.
LGDraMa
Profile Joined March 2012
6 Posts
May 04 2012 07:32 GMT
#78
k not sure if its timed perfectly but il try it , just lost my first game doing this build lol , to some wierd Terran that went Nukes , sucks not having an obs out in time to spot those pesky ghosts
kcdc
Profile Blog Joined April 2010
United States2311 Posts
May 04 2012 19:34 GMT
#79
C'mon guys. I didn't specify every pylon just like I didn't specify every probe. I only listed the stuff that some people might do differently.
Treehead
Profile Blog Joined November 2010
999 Posts
May 04 2012 20:32 GMT
#80
On May 05 2012 04:34 kcdc wrote:
C'mon guys. I didn't specify every pylon just like I didn't specify every probe. I only listed the stuff that some people might do differently.


Ohhhh. You're making probes. That's what I was doing wrong!

I just figured your strat was bad when I never got to 9 food to make my first pylon.
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